The B/X Magic User Reimagined

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Arthur-Pyle The Enchantress Vivien

This re-write of the B/X Magic User utilizes the “5 Special Abilities + 2 Weaknesses” format that standardizes the construction of Classes (making it possible to easily create custom permutations). Note that this version of Magic User does not require Spell Books, and may cast any spell they know spontaneously. Their spells go to Level 7, and they can also make single-use Scrolls and Potions from Level 1 – provided they have enough money and time to invest!

Human Magic User

Prime Requisite: Intelligence.
Special Abilities: Cast Spells, Enchant Magic Items, Esoteric Knowledge, Research and Create New Spells, Special Bonus Spells.
Restrictions and Weaknesses: Armor and Weapons Restrictions, Magical Implement.
Hit Dice: d4 per Level, until 9th. Add 1 Hit Point per Level thereafter.
Alignment: Any.
Starting Age: 20+d4
Starting Language(s): Western Common, Draconic.
Alternate Ability Generation: Str: 3d6 | Int: 1d6+12 | Wis: 3d6 | Dex: 3d6 | Con: 3d6 | Cha: 3d6

Typical Starting Equipment:

  • Academic robe, or gown.
  • Cloak.
  • Walking shoes.
  • Magical Implement (see below).
  • Dagger.
  • Crossbow.
  • 20 crossbow bolts.
  • Leather quiver.
  • Pendant or ring with the emblem of the Magic User’s Magical Order (or symbol of their mentor).
  • 6 candles.
  • Oil Lamp.
  • 1 pint of oil for lamp.
  • Hourglass.
  • License to practice magic against the enemies of the Five Peoples.
  • Letter of Introduction from mentor.
  • Book of magical theory (such as “A Most Concise Explication of Techniques Relevant to the Legitimate Pronunciation of Vowel Sounds in Such Works of the Magical Arts as are Effected During the Waning Period of the Moon; with Appended Notes from the Famous Address of the Illuminated Princess Elainne of the Lunar School at the Fifth Symposium of the Grand Academy Regarding the Aforementioned Procedures”).
  • Personal Journal.
  • Ephemeris (indicating planetary positions).
  • Writing quill.
  • Pot of ink.
  • Mortar and pestle.
  • Ceramic cup.
  • Penknife.
  • Hand mirror.
  • Razor, or Pumice Stone.
  • Bar of soap.
  • Sponge (for personal hygiene).
  • 1 week of rations (dried sausage, hard cheese, hardtack bread, and dried apples).
  • ½ pound of coffee beans (from Yaribas in the Ultimate South).
  • Pet cat or owl.
  • 2d6 gp

Your character is a journeyman Wizard, Witch, or Warlock who has recently completed their studies, and is ready for adventure. They may belong to a hierarchically-structured Magical Order, or have been taught their magic individually by a mentor. It’s even possible that they were tutored by a Dragon, or Infernal being!

The language of the magical arts is Draconic, and all Human Magic Users learn the language. Your character may communicate with Dragons – but unless they learned the language directly from an actual living Dragon, your character’s speech will sound very archaic and overly formal when they speak Draconic.

Cast Spells

  • A First Level Magic User knows four 1st Level Magic User Spells, and gains one more per Experience Level after.
  • A Magic User can cast any personally known, without prior preparation.
  • The total Levels worth of Spells a Magic user can cast per day is equal to Experience Level times 2. Example: a 7th Level Magic User can cast a total of 14 Levels worth of Spells per day.
  • A Magic User may specialize in one of the Seven Spheres of magic (Blessing, Glamour, Evocation, Malediction, Transmutation, Fascination, or Divination). If specialized, a Magic User requires a Magical Implement to Cast Spells. Unspecialized Mages, on the other hand, can cast Spells with their voice alone.
  • The Highest Level of Spell that a Magic User can cast is equal to half their Experience Level, rounded down. For example: a Magic User of the 5th or 6th Experience Level can know and cast 1st, 2nd, and 3rd Level Spells.

Enchant Magic Items

With an investment of gold and time, a Magic User can create Spell Scrolls (at any Level), brew Magic Potions (at any Level), create or recharge Wands (at 7th Level), create Rods (at 9th Level), create Miscellaneous Magic Items (9th Level), enchant Weapons and Armor (+1 at 10th Level. +2 at 11th, etc.), create or recharge Staffs (at 11th Level), and enchant Rings (at 11th Level).

Spell Scrolls require rare materials costing 100gp per spell Level.

  • A spell inscribed on a scroll is triggered by reading it aloud – which also causes the writing to burn, run together, or disappear (so the spell cannot be used again).
  • No more than 9 Levels of Spells can be placed on a Scroll. Naturally, a Magic User can only scribe spells that they can also cast.
  • The process of scribing a Spell Scroll takes 1 day of uninterrupted work per Level of spell recorded. At the end of the process, the Magic User must make an Intelligence Check. If the check is failed the Scroll was incorrectly scribed, and useless.

Magic Potions require rare ingredients worth 500 times the Level of the spell that most closely approximates the Potion’s effect.

  • As with Spell Scrolls, the Magic User must actually be able to cast the spell corresponding the Potion’s effect.
  • The process of brewing a Potion takes 1 week of uninterrupted work. At the end of the process, the Magic User must make an Intelligence Check. If the check is failed the Potion was incorrectly mixed, and useless.

Magic Wands require that the Magic User be able to cast the spell(s) corresponding to (or approximating) the Wand’s effect.

  • For example, a Wand of Fireballs requires a Magic User able to cast the Fireball spell. The physical Wand itself costs 100gp per Level of Spell the Wand can recreate, and each “charge” (up to 20) exhausts materials that cost 100 gp per Level of the spell. Therefore, a fully charged Wand of Fireballs costs a total of 6,300 gp. (100 x 3, + 100 x 3 x 20).
  • The process of enchanting a new Wand takes 1 month of uninterrupted work, while recharging one takes 1 week. At the end of the process, the Magic User must make an Intelligence Check. If the check is failed the Wand was incorrectly made, and useless.
  • Each “charge” placed back into a depleted Wand costs 100gp per Level of the spell, but does not require an Intelligence Check.

Rods, like Wands, require that the Magic User be able to cast the spell(s) corresponding to (or approximating) the Wand’s effect.

  • The cost is 1000gp per Level of Spell that the rod will recreate.
  • The process of making a Rod takes 1 month of uninterrupted work, and requires the permanent forfeit of 4 Hit Points (which cannot be gained back by any means short of gaining a new Experience Level). At the end of that time, the Magic User must make an Intelligence Check. If the check is failed the Rod was incorrectly made, and useless.

Magic Weapons and Armor of “+1” enchantment are usually created by a Magic User of at least 10th Level; “+2” items by one of 11th Level; “+3” by one of 12th Level; “+3” by one of 13th Level; and “+5” by one of 14th Level.

  • The basic cost is 300 times the usual price of the item to be enchanted, per “plus”. Therefore, a “+ 3” sword costs 900 times the usual price of the sword. Any Magic Weapon can cut through any non-magical material – even Adamant if it is unenchanted.
  • The process of enchanting Magic Armor or Weapons takes takes 2 months of uninterrupted work. At the end of that time, the Magic User must make an Intelligence Check. If the check is failed the item was incorrectly made, and useless.

Staffs, like Wands and Rods, require require that the Magic User be able to cast the spell(s) corresponding to (or approximating) those the Staff will create.

  • The physical Staff itself costs 500gp per Level of Spell the Staff can recreate, and each “charge” (up to 20) exhausts materials that cost 500 gp per Level of the spell. If the Staff can replicate many different spells, each adds to the initial cost. Therefore, a new “Staff of Wizardry” with 30 charges (and the powers of Fireball, Lightning Bolt, Ice Storm, Invisibility, Passwall, Web, and Conjure Elemental) costs 12,000gp for the staff, plus 15,000gp for the charges, for a total cost of 27,000gp.
  • The process of enchanting a new Staff takes takes 3 months of completely uninterrupted work. At the end of the process, the Magic User must make an Intelligence Check. If the check is failed the Staff was incorrectly made, and useless.
  • Recharging a Staff takes 3 weeks, but does not require an Intelligence Check

Magic Rings are enchanted differently than other items.

  • The initial cost for the ring itself must be no less than 10,000gp.
  • The Magic User must then Summon (or otherwise meet) a Planar Spirit with powers corresponding to (or approximating) those the Magic User wishes the ring to have.
  • The Magic User must give the ring to the entity, and induce them (by bargaining or command) to lend their power to it. If allowed to bargain, the entity will generally demand the Magic User first undergo a quest to retrieve and deliver some item important to the entity.
  • If the Magic User tries to force the summoned entity to enchant the ring and fails, the entity will simply take the object – and then attack the Magic User, their loved ones, and/or their property.
  • The process takes at least as long as it requires to Summon (or otherwise meet with) the entity, plus whatever length of time may be required to fulfill a specified quest. In any event, each attempt to enchant a Magic Rings (successful or not) also requires an Intelligence Check. Failure indicate that the Ring was incorrectly made, so the attempt to enchant it failed.

Miscellaneous Magic Items can be created either using the process and costs for Rods (requiring a Magic User of at least 9th Level) or that for Magic Rings (requiring a Magic User of at least 11th level).

Esoteric Knowledge

A Magic User can make an Intelligence Check to do such things as:

  • decipher arcane writings.
  • translate an ancient inscription in a lost language.
  • identify a spell being cast.
  • identify a potion with a sip.
  • identify a Planar Spirit.
  • identify a magic item from its inscribed runes.

Research and Create New Spells

Magic Users may conduct research to find an existing spell they do not know, or to create an entirely new spell.

  • Researching an existing spell requires 1 week per spell Level, access to one or more occult libraries, and 100gp per Spell Level. At the end of that time (and after spending the money), your character must make an Intelligence Check (with a +1 Bonus). Success means they have located and learned the Spell. Hurray!
  • Researching an entirely new spell requires you first creating a full description of the spell desired, using the standard game format. The Game Master will then decide what Level the spell must be. Your Magic User must then spend 1 week per spell Level in occult libraries, and spend 1000gp per Level of the proposed spell. At the end of that process, after spending the money, your character must make an Intelligence Check. If they succeed, they have a new and unique Spell.

Special Bonus Spells (Specialists Only)

Specialist Magic Users can know cast extra spells, which do not count towards the total Levels of spell they may otherwise Cast daily.

  • 1st Experience Level: One extra 1st Level Spell per day, from sphere of specialization.
  • 5th Experience Level: One extra 1st Level Spell, and one 2nd Level Spell per day, from sphere of specialization.
  • 9th Experience Level: One extra 1st Level Spell, one 2nd Level Spell, and one 3rd Level Spell per day, from sphere of specialization.

Armor and Weapons Restrictions

  • Magic users cannot wear actual armor, except for a breastplate made from the made of the hardened sap of the Sword Lacquer Tree, which weighs just a pound, and grants AC 7 [12]. Such a Breastplate costs 40 gp – when a human-sized one can be found for sale.
  • The only weapons a Magic User knows how to use are the staff, dagger, dart, club, sling, and light crossbow. Magic Users Specialized in the sphere of Malediction may also use normal swords.

Magical Implement (Specialists Only)

Specialist Magic Users must employ a specially prepared Implement to Cast Spells, with the type depending on their Specialization:

  • Blessing: Staff
  • Divination: Crystal Ball
  • Evocation: Pantacle
  • Fascination: Ring or Pendulum
  • Glamour: Wand
  • Malediction: Sword (and may use a normal sword as weapon)
  • Transmutation: Athame (Dagger)

If the Magic User has an enchanted version of the necessary Implement, they must substitute it for their regular one. Example: a Magic User specialized in Transmutation may use any enchanted Dagger in place of their regular Athame.

It costs 1,000 times the Magic User’s Experience Level in gp to replace a lost or destroyed Implement.

Unspecialized Magic Users do not require a Magical implement, and may Cast Spells with their voice alone, while holding other items.

Destiny at 9th Level

Your character’s rewards at 9th Level depend upon their tradition, location, and choices.

  • If they belong to a Magical Order, your character become a “Magister” with authority over all the lower-Level members of their Order in the province where they live. If your character lives in country ruled by Magic Users, they will also be granted a noble title of some kind – depending upon how many political allies they’ve made.
  • Your Magic User may be invited by a nearby ruler to become their “Court Magician”. If they decide to join the government in this way, your character will be given a small palace or castle, and a stipend of 5,000 gp per year.
  • If they decide not to become a “Court Magician”, your Magic User may build their own tower (perhaps with a dungeon underneath). They will then attract 1d4 Magic Users of 1st to 3rd Level, and 1d4 ordinary people (ages 11+d10) desiring to become apprentices (and eventually 1st level Magic Users).

Destiny at 14th Level

If your Magic User is a member of a Magical Order, they can make a bid to become it’s leader.

  • Most of the time, the reigning head of the Order will be ready to retire (or pursue Immortality), and just appoint your character their successor.
  • If they belong to an Order specialized in the sphere of Malediction, however, your character will have to win a magical duel with the current leader to order to take over.

If your Magic User is unspecialized and of Good or Lawful Alignment, a Gold Dragon will ask to marry them.

  • Should they accept, your character will thereafter be treated as a complete equal by all other Gold Dragons.
  • Children born to a Draconic mother and a Human father are regular Gold Dragons – albeit ones that mature at a Human rate and prefer to take Human form whenever possible.
  • Children born to a Draconic father and a Human Mother are Humans with blond hair, amber eyes, and coppery complexions. They are born naturally skilled in magic, just like a full Gold Dragon.

If your Magic User is unspecialized and of Chaotic or Neutral Alignment, a Fairy King or Queen will invite them to come to Summerland as their new spouse.

If your Magic User is unspecialized and of Evil Alignment, an Infernal Prince or Princes will ask them to be their dark consort.

Human Magic User Advancement Table

Exp. Points

(Hours played)

Exp.

Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

Highest Spell Level Known

Total Levels of Spells Cast per Day (excluding Bonus spells)

0

1

Minor Initiate

1d4

19 [0]

1st

2

3,000 (20 hours)

2

Initiate

2d4

19 [0]

1st

4

6,000 (32 hours)

3

Minor Spellbinder

3d4

19 [0]

2nd

6

11,000 (44 hours)

4

Spellbinder

4d4

18 [+1]

2nd

8

20,000 (56 hours)

5

Minor Adept

5d4

18 [+1]

3rd

10

40,000 (68 hours)

6

Adept

6d4

18 [+1]

3rd

12

80,000 (80 hours)

7

Minor Sorcerer

7d4

17 [+2]

4th

14

140,000 (92 hours)

8

Sorcerer

8d4

17 [+2]

4th

16

260,000 (104 hours)

9

Wizard, or High Witch / High Warlock

9d4

17 [+2]

5th

18

360,000 (116 hours)

10

Wizard, or High Witch / High Warlock

9d4+1

16 [+3]

5th

20

480,000 (128 hours)

11

Wizard, or High Witch / High Warlock

9d4+2

16 [+3]

6th

22

600,000 (140 hours)

12

Wizard, or High Witch / High Warlock

9d4+3

16 [+3]

6th

24

720,000 (152 hours)

13

Wizard, or High Witch / High Warlock

9d4+4

16 [+3]

7th

26

840,000 (164 hours)

14

Wizard Prince / Wizard Princess, or Witch Queen / King of Witches

9d4+5

15 [+4]

7th

28

Human Magic User Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Paralysis / Petrification

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

13

12

14

15

16

2 – 3

12

11

13

14

15

4 – 5

11

10

12

13

14

6 – 7

10

9

11

12

13

8 – 9

9

8

10

11

12

10 –11

8

7

9

10

11

12 – 13

7

6

8

9

10

14

6

5

7

8

9

 

Permutations and Variations of the Human Magic User

ELVEN FEY WITCH (or Warlock)
An Elf who has specialized in magic, and forgone martial training.
Special Abilities: Cast Spells, Enchant Magic Items, Esoteric Knowledge, Nightvision (as per Elven Warrior-Wizard), Resist Paralysis (as per Elven Warrior-Wizard).
Restrictions and Weaknesses: Armor and Weapons Restrictions, Enmity of the Bogeymen.
Destiny at 9th Level: As Elven Warrior-Wizard.
Destiny at 14th Level: As Elven Warrior-Wizard.
Special: Elves never Specialize in a single sphere of magic, or join Human Magical Orders.

GNOMISH WIZARD
A Gnome who has chosen to master the arcane arts, rather than tinker with Contraptions.
Special Abilities: Cast Spells, Darkvision (as per Gnomish Tinkerer), Enchant Magic Items, Esoteric Knowledge, Research and Create New Spells.
Restrictions and Weaknesses: Armor and Weapons Restrictions, Short Legs.
Destiny at 9th Level: As Gnomish Tinkerer.
Destiny at 14th Level: As Gnomish Tinkerer.
Special: Traditional Gnomish Wizardry is essentially the same as Elven. Gnomish and Elven Wizards are known to associate with each other – and even swap spells!

HALFLING HEDGE WIZARD
One of the rare Halflings with a true talent for magic. Most Halfling Hedge Wizards are Elf-kin.
Special Abilities: Cast Spells, Enchant Magic Items, Hide (as per Halfling Rover), Nightvision (as per Halfling Rover), Small Target (as per Halfling Rover) .
Restrictions and Weaknesses: Armor and Weapons Restrictions (also cannot use a staff), Small Stature.
Destiny at 9th Level: As Halfling Rover.
Destiny at 14th Level: As Halfling Rover.
Special: Halfling Hedge Wizardry is its own magical tradition, passed down individuality from Halfling teacher to Halfling student. Halfling Hedge Wizards never Specialize in a single sphere of magic, nor do they join Human Magical Orders.

Another Berserker Class for OSR Games – Because Nobody Asked for It!

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MELLIN(1850) p1.210 BERSERK

This take on a Berserker class divorces them from being uncivilized “barbarians” and instead emphasizes their role as opponents of oppression.

Human Berserker

Requisites: Strength & Constitution
Special Abilities: Fearless, Fury of Power, Fury of Speed, Resist Cold and Fire, Unarmored Defense.
Restrictions and Weaknesses: Armor and Weapon Restrictions, Battle Madness
Hit Dice: d12 per Level, until 9th. Add 4 Hit Points per Level thereafter.
Alignment: Chaotic
Starting Age: 16+d4
Starting Language(s): Western Common.
Alternate Ability Generation: Str: 10+d8 | Int: 3d6 | Wis: 3d6 | Dex: 3d6 | Con: 10+d8 | Cha: 3d6

Typical Starting Equipment:

  • Shield. (Wooden, with bite marks all along the top edge.)
  • Horned helmet.
  • Spiked leather arm bracers.
  • Battle Axe, Broadsword, or War Hammer.
  • Dagger.
  • Backpack.
  • Bear or wolf skin cape.
  • Leather pants.
  • High boots.
  • Pouch of body paint.
  • 6 torches.
  • 50’ of hemp rope.
  • Tinderbox (with flint and steel).
  • Sharpening stone.
  • Rags (for cleaning weapons and personal hygiene)
  • Sphagnum moss (for dressing wounds).
  • 1 Wineskin (filled with strong beer).
  • 1 bag of medicinal herbs and mushrooms.
  • 1 week of rations (dried sausage, hard cheese, hardtack bread, and dried apples).
  • 2d10 gp.

Berserkers are Human warriors who unleash their inner fury to fight at a seemingly superhuman level. What Paladins are to the powers of Light, and the Fianna are to the powers of Life, Berserkers are to the powers of Chance.

The Berserkers of Panzoasia
Although the Immortals of Good are generally credited with freeing the Five Peoples from the Reign of the Monsters, it was actually the Berserkers who broke the power of the Bogeymen. Trained by the original Clerics of Chance, the first Berserkers sailed their longships from the Citadel of Chaos to wreak havoc on the occupied coasts of the Ultimate West. It was raiding Berserkers who founded the democracy of Tinsano in Ombratia – and modern Berserker bands continue to function democratically. The successful return of the Great Arks would not have been possible had the Berserkers not already ravaged the coastal strongholds of the Bogeymen.

The Berserkers of Panzoasia are named for their practice of creating “sarks”, or shirts, made from strips of fur ripped from still-living Bugbears. “Bugbear-sarkers” eventually become the Common word Berserker. It is also said that before the coming of the Berserkers, there was no way to express “I am afraid” in the Hobgoblin language. Now, Hobgoblins use the phrase “As if I faced a Berserker”!

Despite the instrumental role they once played in freeing the Five Peoples, it is now illegal to be a Berserker in most of the Ultimate West – although these laws tend not to be enforced in places that border one of the persisting enclaves of Monsters. The Berserkers still live – sometimes as outlaws, and sometimes as heroes. And they still protect the Citadel of Chaos against constants raids from the oppressive forces of Law.

Fearless

Berserkers are Immune to all Fear-based spells and effects, magical or mundane.

Fury of Power (Once per Day)

The Berserker selects one visible characteristic of their opponent(s). They enjoy a +2 on Attack Rolls thereafter, until all visible things with selected characteristic are dead or destroyed. The Berserker can do nothing but attack until selected enemies are destroyed, and will even attack friends who have the selected characteristic. Fury of Power can be used concurrently with Fury of Speed.

Fury of Speed (Once per Day)

The Berserker selects one visible characteristic of their opponent(s). They make two attacks per Round thereafter, until all visible things with selected characteristic are dead or destroyed. The Berserker can do nothing but attack until selected enemies are destroyed, and will even attack friends who have the selected characteristic. Fury of Speed can be used concurrently with Fury of Power.

Resist Cold and Fire

Berserkers enjoy a +1 on all Saving Throws against Cold and Fire from any source. Also, all damage from Cold and Fire is reduced by 1 point per die.

Unarmored Defense

A Berserker has a Base Armor Class of 7 [12].

  • A Berserker’s Base AC improves by one point at 3rd, 5th, 7th, 9th, 11th, and 13th Level.

Armor and Weapon Restrictions

A Berserker may use a shield, wear a helmet, and wear arm bracers, but can employ no other armor. They may not use missile weapons when in a Fury (of Power or Speed).

Battle Madness

If a Berserker is in a Fury (of Power or Speed), they cannot speak, run away, or take any other action but to attack (or move to attack). Allies will be attacked if they share the characteristic targeted by the Fury. Berserkers are known to bite the top of their shields as the Battle Madness takes hold.

Destiny at 9th Level

At 9th Level a Berserker will attract a band of 3d6 1st Level Berserker followers.
If your character builds a stronghold, they will also attract a Chaotic Cleric of Level 3, 4, or 5, and the place will thereafter become a Safe House for the Friends of Chance.

Destiny at 14th Level

At 14th Level your character attracts a Horde of 100+d20 1st Level Berserkers.
The Horde is in addition to the band of Berserkers attracted at 9th Level.

Note: Since Destinies are decided and administered by the Archons of Law, many Barbarians choose to actively resist theirs in the name of Free Will – and will strongly encourage their compatriots to do the same!

Human Berserker Advancement Table

Exp. Points (Hours played)

Exp.

Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

Base AC

0

1

Berserk Warrior

1d12

19 [0]

7 [12]

3,000 (20 hours)

2

Veteran Berserker

2d12

18 [+1]

7 [12]

6,000 (32 hours)

3

Berserk Raider

3d12

17 [+2]

6 [13]

11,000 (44 hours)

4

Berserk Hero / Berserk Heroine

4d12

16 [+3]

6 [13]

20,000 (56 hours)

5

Berserk Marauder

5d12

15 [+4]

5 [14]

40,000 (68 hours)

6

Berserk Avenger

6d12

14 [+5]

5 [14]

80,000 (80 hours)

7

Berserker Champion

7d12

13 [+6]

4 [15]

140,000 (92 hours)

8

Son of Fury / Daughter of Fury

8d12

12 [+7]

4 [15]

260,000 (104 hours)

9

Berserker Warlord

9d12

11 [+8]

3 [16]

360,000 (116 hours)

10

Berserker Warlord

9d12+4

10 [+9]

3 [16]

480,000 (128 hours)

11

Berserker Warlord

9d12+8

9 [+10]

2 [17]

600,000 (140 hours)

12

Berserker Warlord

9d12+12

8 [+11]

2 [17]

720,000 (152 hours)

13

Berserker Warlord

9d12+16

7 [+12]

1 [18]

840,000 (164 hours)

14

Champion of Chaos

9d12+20

6 [+13]

1 [18]

Human Berserker Saving Throws

Level

Poison / Death Ray

Wands / Psionics*

Paralysis / Petrification

Dragon Breath / Explosives / Firearms*

Spell /Staff / Rod*

1

13

14

15

12

16

2 – 3

12

13

14

11

15

4 – 5

11

12

13

10

14

6 – 7

10

11

12

9

13

8 – 9

9

10

11

8

12

10 –11

8

9

10

7

11

12 – 13

7

8

9

6

10

14

6

7

8

5

9

* +1 Bonus on roll against Fire and Cold attacks.

 

Permutations and Variations of the Human Berserker

DWARVEN BERSERKER
Special Abilities: Fearless, Darkvision (as Dwarven Dungeoneer), Fury of Power, Fury of Speed, Resist Poison (as Dwarven Dungeoneer)
Restrictions and Weaknesses: Armor and Weapon Restrictions, Battle Madness
Benefits 9th Level: As Human Berserker
Destiny at 14th Level: As Human Berserker
Special: Dwarven Berserkers are as feared by “normal” Dwarves, but may be called upon when particularly powerful armies of Bogeymen threaten a Dwarven settlement. Note that Dwarven Berserkers move at the same speed as a Human.

My Unnecessary yet Inevitable Reworking of the B/X Fighter

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Helmeted Medieval Knight or Soldier (4)

Human Fighter

Prime Requisite: Strength
Special Abilities: Armor and Weapon Familiarity, Fight Multiple Opponents, Weapon Mastery.
Restrictions and Weaknesses: None.
Hit Dice: d8 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Any
Starting Age: 14+d10
Starting Language(s): Western Common.
Alternate Ability Generation: Str: 1d8+10 | Int: 3d6 | Wis: 3d6 | Dex: 3d6 | Con: 1d8+10 | Cha: 3d6

Typical Starting Equipment for Fighters

  • Chain Mail Armor.
  • Shield
  • Great Helm.
  • Sword, Battle Axe, or Polarm.
  • Dagger.
  • Bag of caltrops (enough to cover a 10’ x 10’ area).
  • 10’ pole.
  • Backpack.
  • 1 set of ordinary clothes.
  • 1 set of dice, or playing cards.
  • 12 iron spikes.
  • Hammer.
  • 6 torches.
  • 50’ of hemp rope.
  • Tinderbox (with flint and steel).
  • 1 pot of oil (stoppered with a rag).
  • Sharpening stone.
  • 8 ounces of coarse salt (for cleaning armor).
  • Ceramic pot of vinegar (for cleaning armor).
  • Sponge.
  • Rag (for wiping blades).
  • Needle & thread (for sewing up wounds).
  • Rag strips (for dressing wounds).
  • Sphagnum moss (for dressing wounds).
  • Woodblock-printed chapbook of scantily-clad women (or men).
  • 1 Wineskin (filled with cheap wine or hoppy beer).
  • 1 week of rations (dried sausage, hard cheese, hardtack bread, and dried apples).
  • Mule, War Dog, or Falcon.
  • 2d10 gp.

Your character is a young devotee of the combative arts. They are no mere man-at-arms, but a student at the school of life and death. They wield their weapon like a painter does their brush, and wear their armor like a second skin. Their fellow adventurers might command the power of magic, have the ability to see in the dark, or be more stealthy than your character – but everyone will look to the Fighter when Monsters attack!

How did your character become a Fighter? Did they need to defend their family against rampaging monsters? Were they conscripted into the military, and discovered that they actually had an unusual aptitude for it? Where their tutored from their youth by a mother renowned for her skill with a sword? Or are they the young son or daughter of a noble house – set to inherit nothing but crushing responsibility, and resolved to make their own way in the world?

Armor and Weapon Familiarity

Not only does your character know how to properly employ all common types of armor and weapons, but you can also roll an Intelligence Check for see if they can:

  • identify the materials from which armor or weapons are made, and know what special properties the item may have as a result.
  • appraise the quality and value of armor or weapons.
  • know whether a weapon is Enchanted (but not the quality of the enchantment).
    identify strange or exotic armor and weapons.

Fight Multiple Opponents

Starting at 3rd Level, your character can choose to either concentrate their attack against a single opponent, or engage multiple opponents (with less effectiveness).

  • If you character attacks only a single opponent in Round, they use their normal THAC0 (or Attack Bonus). The benefits of Weapon Mastery still apply, however.
  • If they Fight Multiple Opponents that Round, your character can make a number of attacks equal to half their current Level (rounded up), but they make each attack as a 1st Level character.
  • A Fighter cannot attack any single opponent more than once in a Round.
    Your character cannot attack multiple times in a Round with any weapon that requires mechanical reloading, such as a crossbow. They can use thrown weapons, or a bow, however.

Weapon Mastery

Choose a preferred weapon – melee or missile – for your character. They enjoy a +1 Bonus to Attacks and Damage with that weapon.

  • You character gains Mastery of an additional weapon at 2nd, 4th, 6th, 8th, 10th, 12th, and 14th Level.

Destiny at 9th Level

At 9th Level your character universally addressed with the unofficial title “Lord” or “Lady”. They will automatically attract 1d6 1st level Fighters who desire instruction. Any of the following may also occur:

  • If they apply for an official title, build a stronghold, and pledge allegiance to the national government (or local ruler), they will be granted the title of “Baron” or “Governor”. 20+d20 men-at-arms commanded by a 6th Level Fighter will arrive (or be sent) to form the core of their stronghold’s defense.
  • If they reclaim land in one of the remaining Monster enclaves (or claim part of the Wasteland), and build a stronghold there, they may formally claim whatever noble title they like. If the title is something reasonable such as “Lord”, “Baron”, or “Count”, they will be invited to pledge allegiance to the bordering nation. If they accept and expand that nation’s borders, they will be sent 10 +d20 men-at-arms to help them garrison their outpost, and 200+d100 Human settlers will arrive to build a village near their fortress. Even if they decide to remain independent, 5+d20 soldiers will nonetheless come, and 50+d100 Human settlers will arrive in an initial wave.

Destiny at 14th Level

Tales of your character’s deeds are now told in every inn, and Bards sing about their bravery.

  • The government of the nation where they dwell (or the nearest nation, if they are an independent ruler), will look to your character as the “Protector of the Realm”, and expect them to help solve all major threats.
  • If they are not married, they will be invited to marry into the most powerful family of the area – including the royal family, if the nation concerned is some kind of monarchy.
  • Any descendants they have, regardless of whether or not you character has accepted any formal titles, will be accorded respect and honors for generations to come.

Human Fighter Advancement Table

Exp. Points (Hours played)

Exp. Level

Level Title

Hit Points

THAC0  [Attack Roll Bonus]

THAC0 [Attack Roll Bonus] With Mastered Weapon

Maximum Number of Opponents per Round

0

1

Warrior

1d8

19 [0]

18 [+1]

1

2,250 (12 hours)

2

Veteran

2d8

18 [+1]

17 [+2]

1

5,000 (24 hours)

3

Bravo / Brava

3d8

17 [+2]

16 [+3]

2

9,000 (36 hours)

4

Hero / Heroine

4d8

16 [+3]

15 [+4]

2

16,000 (48 hours)

5

Master of Arms / Mistress of Arms

5d8

15 [+4]

14 [+5]

3

30,000 (60 hours)

6

Commander

6d8

14 [+5]

13 [+6]

3

60,000 (72 hours)

7

Champion

7d8

13 [+6]

12 [+7]

4

120,000 (84 hours)

8

Captain

8d8

12 [+7]

11 [+8]

4

220,000 (96 hours)

9

Warlord / Lady of War

9d8

11 [+8]

10 [+9]

5

300,000 (108 hours)

10

Warlord / Lady of War

9d8+2

10 [+9]

9 [+10]

5

420,000 (120 hours)

11

Warlord / Lady of War

9d8+4

9 [+10]

8 [+11]

6

540,000 (132 hours)

12

Warlord / Lady of War

9d8+6

8 [+11]

7 [+12]

6

660,000 (144 hours)

13

Warlord / Lady of War

9d8+8

7 [+12]

6 [+13]

7

780,000 (156 hours)

14

Legendary Hero / Legendary Heroine

9d8+10

6 [+13]

5 [+14]

7

Human Fighter Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Paralysis / Petrification

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

12

13

14

15

16

2 – 3

11

12

13

14

15

4 – 5

10

11

12

13

14

6 – 7

9

10

11

12

13

8 – 9

8

9

10

11

12

10 –11

7

8

9

10

11

12 – 13

6

7

8

9

10

14

5

6

7

8

9

Permutations and Variations of the Human Fighter

DWARVEN FIGHTER
Special Abilities: Armor and Weapon Familiarity, Darkvision (as per Dwarven Dungeoneer), Fight Multiple Opponents, Resist Poison (As Dwarven Dungeoneer), Weapon Mastery.
Restrictions and Weaknesses: Can Only Wear Dwarven Armor (as per Dwarven Dungeoneer), Short Legs (as per Dwarven Dungeoneer).
Destiny at 9th Level: As Human Fighter.
Destiny at 14th Level: As Dwarven Dungeoneer or Human Fighter (your choice).
Special: Most Dwarven Fighters are assumed to have been raised in Human cities or towns, and be somewhat alienated from traditional Dwarven culture. Therefore, their 9th Level Destinies are like those of Humans. However, if a Dwarven Fighter reaches 14th Level the Fighter will be embraced as as “Protector of Dwarfkind” by even the most conservative Dwarves.

ELVEN FIGHTER
Special Abilities: Armor and Weapon Familiarity, Fight Multiple Opponents, Nightvision (as per Elven Warrior-Wizard), Resist Paralysis (as per Elven Warrior Wizard), Weapon Mastery.
Restrictions and Weaknesses: Enmity of the Bogeymen (as per Elven Warrior-Wizard), Slight Build and Large Ears (as per Elven Warrior-Wizard).
Destiny at 9th Level: As Elven Warrior-Wizard.
Destiny at 14th Level: As Elven Warrior-Wizard.

GNOMISH FIGHTER
Special Abilities: Armor and Weapon Familiarity, Darkvision (as per Gnomish Tinkerer), Fight Multiple Opponents, Friend of Burrowing Critters (as per Gnomish Tinkerer), Weapon Mastery.
Restrictions and Weaknesses: Short Legs (as per Gnomish Tinkerer), Small Stature (as per Gnomish Tinkerer).
Destiny at 9th Level: As Human Fighter, but the soldiers and settlers will be Gnomish.
Destiny at 14th Level: As Human Fighter. (Most Gnomes do not believe that martial prowess, however great, qualifies one to be considered an “Elder”.)

HALFLING FIGHTER
Special Abilities: Armor and Weapon Familiarity, Fight Multiple Opponents, Nightvision (as per Halfling Rover), Small Target (as per Halfling Rover), Weapon Mastery.
Restrictions and Weaknesses: Gourmand (as per Halfling Rover), Small Stature (as per Halfling Rover).
Destiny at 9th Level: As Halfling Rover.
Destiny at 14th Level: As Halfling Rover.

Typical Weapons and Armor for Fighters in the Ultimate West

Auddisland: Morning Star. Flail. Military Pick. Warhammer. Chainmail or Full Suit of Armor (AC 0 [19])

Bythebia: Javelin. Trident. Pike. Short Sword. Scale Mail or Lorica Segmentata (Banded Mail). Rectangular Tower Shield.

Corthis: Normal Sword. Partisan. Mace. Steel Breastplate (AC 6 [13]) or Full Suit of Armor (AC 0 [19])

Edister: Long Bow. Short Sword. Spiked Buckler (or knife-bladed). Jack-of-Plates (AC 6 [13])

Free March: Halberd. Pole Arm (any). Heavy Crossbow. Plate Mail.

Maeland: Claymore (Two-Handed Sword). Spear. Shillelagh (Club of blackthorn root). Chainmail. Round Shield.

Ombratia: Hand Axe. Dual Short Swords (designed to be wielded simultaneously as a single attack. 2d4 damage, and +1 to AC). Light Crossbow. Net. Brigandine coat (AC 6 [13])

Ydez: Rapier (typical for mainlanders). Cutlass (typical for islanders). Parrying Dagger (either use to add +1 to AC for Round, or as second weapon attack). Whip. Steel Breastplate (AC 6 [13])

Typical Weapons and Armor of the Lands Adjacent to the Ultimate West

Fjaldarheim: Warhammer. Battle Axe. Broadsword. Harpoon. Chainmail. Medium Shield.

Ha’wakun: Thunder Rod (Musket). Thunder Stick (Pistol). Tomahawk (Hand Axe). Spear. Short Bow. Bone Breastplate (AC 7 [12]) or Blue Dragon Scale Breastplate (AC 5 [14]). Round Shield (of wood, bone and skin). (Ha’wakuni warriors traditionally don’t wear metal armor because of the continuing danger from the lighting-breathing Blue Dragons.)

Nederbratzya: Bardiche. Saber. Heavy Crossbow. Large Teardrop Shield.

Tezaca: Macuahuitl (Short Sword of obsidian blades set in wood). Hand Axe. Spear. Short Bow. Blowgun. Leather Armor. Round Shield.

Qozanistan: Scimitar. Jambiya (curved Dagger) Short Bow. Chainmail. Medium Shield.

An Alternate Illusionist Class for OSR Games

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Stodare Sphinx (cropped)

This version of the Illusionist Class is essentially a hybrid of the Thief and Magic User, emphasizing their origin as entertainers.

Human Illusionist

Prime Requisites: Intelligence and Dexterity
Special Abilities: Direct Attention, Disappear, Illusionist Tricks, Research and Create New Spells, Sleight of Hand.
Restrictions and Weaknesses: Armor and Weapon Restrictions, Gestures and Props.
Hit Dice: d4 per Level, until 9th. Add 1 Hit Point per Level thereafter.
Alignment: Any except Lawful.
Starting Age: 20+d4
Starting Language(s): Western Common.
Alternate Ability Generation: Str: 3d6 | Int: 1d8+10 | Wis: 3d6 | Dex: 1d8+10 | Con: 3d6 | Cha: 3d6

Typical Starting Equipment for Illusionists

  • A suit of dark-colored clothes, with long sleeves and many pockets.
  • Black cape or cloak, with hidden pockets.
  • Turban, broad-brimmed hat, or wig (with secret pocket)
  • Cane (with concealed blade, or hidden compartment).
  • Large and gaudy ring (hollow, and large enough to stuff a fine silk cloth inside).
  • Forged license to practice magic.
  • Deck of marked playing cards.
  • Loaded dice.
  • Slim white wand.
  • Small knife.
  • Sponge (for personal hygiene).
  • 1 week of rations (dried sausage, hard cheese, hardtack bread, and dried apples).
  • Rabbit, or dove.
  • 2d12gp (some, or all of which, might actually be gold-plated lead)

An Illusionist is equal parts miracle-worker and con-man, practicing a tradition of magic that began on theatrical stages and in amphitheaters. Illusionists have mastered the art of smoke, mirrors, and misdirection, and have every skill to separate the unwary from their treasures. They play minds and perceptions like musical instruments, and their marks can never be sure of what is real, and what is mere deception.

Illusionists are known to work in tandem with thieves and assassins. Indeed, some may even become associate members of their local Thieves Guild! While many regular Magic Users utilize spells similar to those of Illusionists, your character will find few friends among the more common sorts of witches and wizards.

Direct Attention

By standing still and forgoing any other action, your character direct the attention and gaze of a single specified target.

  • The target cannot have more Experience Levels or Hit Dice than the Illusionist.
  • If the target is hostile, they will attack the enemy the Illusionist selects.
  • Thieves, Halflings, and other Illusionists trying to Hide or Disappear will automatically succeed, if the attention of a potential witness is directed elsewhere.
  • Likewise, even large objects can be moved past a person, if your character directs their attention away.
  • Targets can make a Saving throw versus Spells to resist the effect.

Disappear

With a successful Check of their Dexterity, your character can hide in the shadows, or behind objects. So skilled is your character at disappearing in this way that they can even do it even while being observed!

  • An Illusionist’s ability to Disappear is a non-magical skill. Spells which reveal magically Invisible people and objects will not reveal them.

Illusionist Tricks

Your character can channel the power of Shadowland to create magical effects which are partially illusory, and partially real.

  • Your character begins the game knowing four 1st Level Tricks (spells) of your choice from the list of Illusionist Tricks.
  • Your character perform any Tricks they know, up to their daily limit. You do not require any other kind of preparation, but you must be able to employ the needed Gestures and Props (see below).
  • The total Levels of Tricks your character can perform in a single day is equal to twice their Experience Level.
  • With each Level they gain, your character will automatically acquire knowledge of another Illusionist Trick, which can be of any Level they can then cast. They can gain additional Tricks from other Illusionists, by conducting Research (see below), or by being taught by an enchanted Monster or Planar Spirit with illusion powers (who can teach any Trick corresponding to their own abilities).
  • The total number of Tricks your character knows cannot exceed the sum of their Experience Level + their Intelligence score. A 5th Level Illusionist with an Intelligence of 14 can never know more than 19 Tricks in all.

Research and Create New Tricks

Your character may conduct research to find an existing Trick they do not know, or to create an entirely new Trick.

  • Researching an existing Trick requires 1 week per Level of the Trick, access to one or more occult libraries, and 100gp per Trick Level. At the end of that time (and after spending the money), you roll an Intelligence Check. Success means your character has located and learned the Trick.
  • Researching an entirely new Trick requires you (the Player) first creating a full description of the spell desired, using the standard game format. The Game Master will then decide what Level the spell must be. Your character must then spend 1 week per spell Level in occult libraries, and spend 1000gp per Level of the proposed spell. At the end of that process, after spending the money, you roll an Intelligence Check. If you succeed, your character gains the new Trick.

Sleight of Hand

You can roll a Dexterity Check for you character to do any of the following:

  • Pick a pocket, or otherwise surreptitiously lift an object from a target.
  • Place an object on a target without being noticed.
  • Hide a small object (such as coin or gem) in your hand (or up your sleeve).
  • Perform card flourishes and non-magical tricks.
  • Cheat at cards or dice.

Armor and Weapon Restrictions

Your character cannot use any of your Special Abilities while wearing armor of any kind. Their choice of weapons is limited to:

  • Cane (Club)
  • Swordstick
  • Short Sword
  • Rapier
  • Dagger
  • Throwing knives
  • Throwing axes
  • Darts
  • Crossbow (light).

Gestures and Props

Illusionist magic requires both complex gestures, and the use of numerous props.

  • Your character’s hands must not be encased in any covering heavier than a kid glove, and both hands must be free when you begin working a Trick.
  • Your character must also have and employ a Prop of some kind to work their Tricks. Possible Illusionist Props include such things as: a deck of cards, a slim wand, a hat, a length of rope or string, a coin, a flower, a handful of colored dust, a dove, or a square of brightly colored silk.

Many Illusionists prefer to use Props that resemble the Magical Implements used by “ordinary” Magic Users.

Destiny at 9th Level

If your character builds a stronghold or theater, they will attract 1d4 Illusionists of 1st, 2nd, or 3rd Level; and 1d4 ordinary people (ages 13+d8) who want to become Illusionists.

Destiny at 14th Level (For the Panzoasia Setting)

So strong is your character’s ability to impersonate others and cloud minds, that they can claim the 14th Level Destiny of any other Class (so long as it it not already claimed by another Player’s 14th Level character).

  • Your Supreme Illusionist could be accepted as the Illuminated Prince or Princess of a regular School of Magic, the Marshal of the Order of Paladins, or even be invited to join the Dwarven Royal family!
  • In most cases, nobody will realize who your character really is, and will make excuses for your Illusionist’s apparent failure to evidence powers and abilities they supposedly possess. On the other hand, if you choose the Elven Warrior-Wizard reward of becoming Queen or King of Elves for a particular nation, the Elves will actually know your character’s true identity, and think your Illusionist is interesting enough to be one of the Elves’ cultural leaders nonetheless. Likewise, if you choose for you character to become a Gnomish Elder.

Human Illusionist Advancement Table

Exp. Points

(Hours played)

Exp.

Level

Level Title

Hit Points

THAC0

[Attack Roll Bonus]

Highest

Trick (Spell) Level Known

Total Levels of Tricks Worked per Day.

0

1

Prestidigitator

1d4

19 [0]

1st

2

3,000 (20 hours)

2

Manipulator

2d4

19 [0]

1st

4

6,000 (32 hours)

3

Trickster

3d4

19 [0]

2nd

6

11,000 (44 hours)

4

Conjurer

4d4

18 [+1]

2nd

8

20,000 (56 hours)

5

Confounder

5d4

18 [+1]

3rd

10

40,000 (68 hours)

6

Marvel Maker

6d4

18 [+1]

3rd

12

80,000 (80 hours)

7

Wonderist

7d4

17 [+2]

4th

14

140,000 (92 hours)

8

Phantasmagorist

8d4

17 [+2]

4th

16

260,000 (104 hours)

9

Master of Illusion /

Mistress of Illusion

9d4

17 [+2]

5th

18

360,000 (116 hours)

10

Master of Illusion /

Mistress of Illusion

9d4+1

16 [+3]

5th

20

480,000 (128 hours)

11

Master of Illusion /

Mistress of Illusion

9d4+2

16 [+3]

6th

22

600,000 (140 hours)

12

Master of Illusion /

Mistress of Illusion

9d4+3

16 [+3]

6th

24

720,000 (152 hours)

13

Master of Illusion /

Mistress of Illusion

9d4+4

16 [+3]

7th

26

840,000 (164 hours)

14

Supreme Illusionist

9d4+5

15 [+4]

7th

28

Human Illusionist Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Paralysis / Petrification

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

13

14

15

12

16

2 – 3

12

13

14

11

15

4 – 5

11

12

13

10

14

6 – 7

10

11

12

9

13

8 – 9

9

10

11

8

12

10 –11

8

9

10

7

11

12 – 13

7

8

9

6

10

14

6

7

8

5

9

 

Permutations and Variations of the Illusionist

ELVEN FEY GLAMOURIST

  • Special Abilities: Detect Secrets (as Elven Warrior-Wizard), Direct Attention, Illusionist Spells, Nightvision (as Elven Warrior-Wizard), Resist Paralysis (as Elven Warrior-Wizard).
  • Restrictions and Weaknesses: Armor and Weapon Restrictions, Enmity of the Bogeymen.
  • Special: Elven Glamourists can cast Illusionist spells without using the props and intricate hand gestures needed by Humans.
  • Destiny at 9th Level: As Elven Warrior Wizard.
  • Destiny at 14th Level: As Elven Warrior Wizard.

GNOMISH ILLUSIONIST

  • Special Abilities: Darkvision (as Gnomish Tinkerer), Friend of Burrowing Critters (as Gnomish Tinkerer), Hide, Illusionist Spells, Research and Create New Spells.
  • Restrictions and Weaknesses: Armor and Weapon Restrictions, Short Legs (as Gnomish Tinkerer).
  • Special: Gnomish Illusionists can cast Illusionist spells without using the props and intricate hand gestures needed by Humans.
  • Destiny at 9th Level: As Human Illusionist, but the Illusionists and students will be Gnomes.
  • Destiny at 14th Level: As Gnomish Tinkerer.

HALFLING FLIMFLAMMER

  • Special Abilities: Direct Attention, Hide, Illusionist Spells, Nightvision (as Halfling Rover), Sleight of Hand.
  • Restrictions and Weaknesses: Armor and Weapon Restrictions, Small Stature.
  • Special: Halfling Flimfammers can cast Illusionist spells without using the props and intricate hand gestures needed by Humans.
  • Destiny at 9th Level: As Human Illusionist.
  • Destiny at 14th Level: As Human Illusionist.

An Alternate Druid Class for OSR Games

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Redon druidess

This take on the Druid Class was built for my Panzoasia setting, but would be useful for anyone who wants a Druid class that hews a little closer to Celtic legend. This conception of the Druid is less a “nature priest”, and more a magician and sage who draws their power from observing the kinds of mysterious bans and compulsions that are called “Geasa” in Irish mythology. It’s built on the same “5 Special Abilities + 2 Weaknesses” framework that I use for all my OSR Classes, allowing for easy customization by swapping characteristics.

Human Druid

Prime Requisites: Intelligence and Wisdom.

Special Abilities: Assume Animal Form, Druidic Spells, Friend of the Forest Dwellers, Nature Lore, Sylvan Languages

Restrictions and Weaknesses: Mysterious Ban, Mysterious Compulsion.

Hit Dice: d6 per Level, until 9th. Add 2 Hit Points per Level thereafter.

Alignment: Neutral or Good

Starting Age: 20+d4

Starting Language(s): Western Common, Fairy. (See the Special Ability “Sylvan Languages”)

Alternate Ability Generation: Str: 3d6 | Int: 1d8+10 | Wis: 1d8+10 | Dex: 3d6 | Con: 3d6 | Cha: 3d6

Druids are adventuring mystics who practices the Old Ways of magic. A Druid knows the secrets of the wilderness, and is learned in the lore of plants, animals, and minerals. They are the especial friends of the Fairy Folk.

Typical Starting Equipment for Druids

  • Linen robe (may be undyed, dyed green with weld and woad, or dyed red with madder).
  • Cloak of rabbit fur.
  • Wide leather belt.
  • Crown of leaves and antlers.
  • Metal torc.
  • Staff (doubles as fishing pole).
  • Sickle (1d6 damage).
  • Hand Axe.
  • Haversack of deer leather.
  • Carved wooden mask.
  • Bag of blue body paint, made of woad and bear fat.
  • 50’ of tree fiber rope.
  • 10 feet of catgut string.
  • 6 fishhooks.
  • Flint and pyrite stones (to start fires).
  • Kindling.
  • 2 rushlights (rush stalks dipped in bear fat, which burn like a candle for 1 Turn).
  • 1 pound of dried venison, wrapped in leaves.
  • 8 ounces of dried berries.
  • Wolf companion.
  • 1d4 gp.

Assume Animal Form

Beginning at 3rd Level, your character can assume the form of an animal of their own Hit Dice or lower, with the following conditions:

  • The maximum amount of time your character can remain in animal form is equal to 1 Turn per Level they posses.
  • A Druid can freely change between animal forms, so long as they haven’t exceeded their maximum time for that day.
  • At 3rd Level, your character can only assume the form of a non-predatory, terrestrial mammal (such as a rabbit or deer).
  • At 5th Level, your character can assume the form of predatory, terrestrial mammal (such as a wolf or bear)
  • At 7th Level your character gains the ability to assume bird or fish forms, as well as those of aquatic mammals.
  • At 9th Level, your character can assume the form of a reptile or insect. If they assume the form of a venomous reptile or insect, they can use (but not collect) its venom.
  • The first time your character Assumes Animal Form for that day, they are healed of 1d4 points of damage per Experience Level they posses.
  • All equipment your character carries becomes part of their Animal Form, and cannot be accessed until they resume their Human shape.

Druidic Spells

Your character begins the game knowing two 1st level Druidic Spells, of your choice.

  • With each Level they gain, your character automatically acquires the knowledge of two more Druidic Spells of your choice, of a maximum Level equal to half your character’s Level.
  • The Total Level of Spells a Druid can cast per day is equal to twice their Experience Level.
  • Your character can gain additional Spells from enchanted Forest creatures, Elementals, or Fairies, who are able to teach those effects corresponding to their own Special Abilities.
  • The total number of Spells your character knows cannot exceed the sum of their Experience Level and Wisdom score. Example: A 6th Level Druid with a Wisdom of 15 can never know more than 21 Spells in all.

Friend of the Forest Dwellers

All forest-dwelling creatures are naturally predisposed to like your character – including Monsters of Evil Alignment (such as Green Dragons and Bugbears).

  • You roll all Charisma Checks with a +1 Bonus when your character is dealing with forest creatures, and they will never try to use any Charm powers they might posses on your character.

Nature Lore

You may roll a Wisdom Check (with a +1 Bonus) for your character to do any of the following:

• Identify a natural plant, animal or mineral (but not a magical or unnatural one).

• Identify a Fairy or Elemental (but no other type of Planar Spirit)

• Find a source of pure water (or know that that no pure water is present).

• Find game animals (or know that no game animals are present within a mile).

• Gather enough berries, leaves, nuts, lichens, and fungus to eat for 1 day (or know that there is no food to find).

• Find true North.

• Predict the next day’s weather.

Nature Lore can be useful in any natural environment – including caves and caverns.

Sylvan Languages

At 1st level your character can speak and write the secret language of the Fairies. With each Level past 1st, your character learns the language of another type of forest dweller. Some possible languages they might learn include:

  • The Songs of Birds
  • The Howls of Wolves
  • The Growls of Bears
  • The Signals of Deer
  • The Hissing of Snakes
  • Elven
  • Gnomish
  • The Bugbear dialect of Goblin
  • Draconic (Green Dragon dialect)
  • Centaur
  • Satyr

Mysterious Ban

Your character is subject to a mysterious prohibition that mystically maintains their powers. If they violate their Mysterious Ban, they will lose all of their Special Abilities for one full lunar month. Thereafter, they must thereafter sacrifice treasure and food (equal in value to 100 times their Experience Level squared) to regain their powers.

Some possible Mysterious Bans (d20):

  1. Cannot wear metal armor.

  2. Cannot use metal weapons.

  3. Cannot use missile weapons.

  4. Cannot wear any clothing or jewelry that was not once alive.

  5. Cannot wear or bear any red item.

  6. Cannot wear or bear any blue item.

  7. Cannot wear or bear any yellow item.

  8. Cannot wear (or bear) dyed cloth.

  9. Must not touch a dead man (or woman).

  10. Cannot carry silver.

  11. Cannot carry gold.

  12. Cannot touch iron.

  13. Cannot eat mutton.

  14. Cannot eat beef.

  15. Cannot eat pork.

  16. Cannot destroy or disturb mushrooms (including monstrous mushrooms, such as Shriekers).

  17. Cannot touch pure crystalline salt.

  18. Can never enter the sea.

  19. Can never accept payment for any services.

  20. Must remain celibate

Mysterious Compulsion

There is an action your character must regularly perform to maintain their powers. If their fail to perform their Mysterious Compulsion, they will lose all of their Special Abilities for one full lunar month. Thereafter, they must resume observance of the Compulsion – and sacrifice treasure and food equal in value to 100 times their Experience Level squared – to regain their powers.

Some possible Mysterious Compulsions (d12):

  1. Must always bear a sprig of mistletoe.
  2. Must always rhyme when speaking.
  3. Must wear blue body paint made from woad.
  4. Must wear a cloak of feathers.
  5. Must wear piece of meteorite.
  6. Must wear a specific type of quartz crystal.
  7. Must wear a headdress of feathers.
  8. Must wear a necklace of bones.
  9. Must wear a wolf skin (or the skin of some other animal).
  10. Must always bear a snake.
  11. Must offer milk and unsalted bread to the Fairy Folk.
  12. Must be married.

Destiny at 9th Level

Your character will attract 1d4 1st Level Druids and 1d4 1st level Bards who desire tutelage, as well as 1d6 ordinary people who desire to be initiated into the ways of Druidism. All will be of your character’s Alignment (either Neutral or Good).

Destiny at 14th Level

Once they become eligible to become either Grand Druid or Grand Druidess, your character will have a dream directing them to the great Stone Circle on the Isle of Testing. There, the reigning Grand Druid or Grand Druidess will test the worthiness of your character. If they pass, the reigning Grand Druid or Druidess will confer their title upon your character – afterward wandering off to pursue Immortality.

Permutations and Variations of the Human Druid

ELVEN DRUID

  • Special Abilities: Druidic Spells, Friend of the Forest Dwellers, Nature Lore, Nightvision (as per Elven Warrior-Wizard), Resist Paralysis (as per Elven Warrior Wizard).
  • Restrictions and Weaknesses: Mysterious Ban (Can never wear armor), Mysterious Compulsion.
  • Special: Unlike other Elves, Elven Druids do not incur the Enmity of the Bogeymen – and are, in fact liked by forest-dwelling ones!

Human Druid Advancement Table

Exp. Points

(Hours played)

Exp.

Level

Hit Points Level Title THAC0

[Attack Roll Bonus]

Forest Languages Spoken Max. Level of Druidic Spells Known Total Levels of Spells Cast per Day
0 1 1d6 Brother of the Earth /

Sister of the Earth

19 [0] Fairy 1st 2
2,250

(12 hours)

2 2d6 Brother of the Wind /

Sister of the Wind

18 [+1] Fairy, + 1 additional 1st 4
5,000

(24 hours)

3 3d6 Brother of the Waters /

Sister of the Waters

18 [+1] Fairy, + 2 additional 2nd 6
9,000

(36 hours)

4 4d6 Ovate 17 [+2] Fairy, + 3 additional 2nd 8
16,000

(48 hours)

5 5d6 Brother of the Moon /

Sister of the Moon

17 [+2] Fairy, + 4 additional 3rd 10
30,000

(60 hours)

6 6d6 Brother of the Sun /

Sister of the Sun

16 [+3] Fairy, + 5 additional 3rd 12
60,000

(72 hours)

7 7d6 Brother of the Stars /

Sister of the Stars

16 [+3] Fairy, + 6 additional 4th 14
120,000

(84 hours)

8 8d6 Brother of the Celestial Flame /

Sister of the Celestial Flame

15 [+4] Fairy, + 7 additional 4th 16
220,000

(96 hours)

9 9d6 High Druid /

High Druidess

15 [+4] Fairy, + 8 additional 5th 18
300,000

(108 hours)

10 9d6+2 High Druid /

High Druidess

14 [+5] Fairy, + 9 additional 5th 20
420,000

(120 hours)

11 9d6+4 High Druid /

High Druidess

14 [+5] Fairy, + 10 additional 6th 22
540,000

(132 hours)

12 9d6+6 High Druid /

High Druidess

13 [+6] Fairy, + 11 additional 6th 24
660,000

(144 hours)

13 9d6+8 High Druid /

High Druidess

13 [+6] Fairy, + 12 additional 7th 26
780,000

(156 hours)

14 9d6+10 Grand Druid /

Grand Druidess

12 [+7] All. 7th 28

Human Druid Saving Throws

Level Poison / Death Ray / Disease Wands / Psionics Paralysis / Petrification Dragon Breath / Explosives / Firearms Spell /Staff / Rod
1 13 14 15 16 12
2 – 3 12 13 14 15 11
4 – 5 11 12 13 14 10
6 – 7 10 11 12 13 9
8 – 9 9 10 11 12 8
10 –11 8 9 10 11 7
12 – 13 7 8 9 10 6
14 6 7 8 9 5

The Druids of Panzoasia

Once, Druids were widespread across the Ultimate West, feared and respected by all. Indeed, before the rise of the Depradators, Druids and Bards were the primary practitioners of magic among Humans – arcane Magic Users being few in number, and existing only in the Seven Cities. Despite their spells, however, the Druids could not stop the Monsters and Depradators from overrunning Panzoasia. But, the Druidic tradition ultimately survived the Reign of the Monsters, and Druids are far from extinct. Their kind are still numerous in Maeland, and roam the enchanted woods of Corthis. Many villages in Edister still extend hospitality to traveling Druids. Many Druids have found a new home in the religiously tolerant Free March. And while Druids are few in number in Bythebia, Ombratia, and Ydez, there are sacred groves yet remaining in those nations.

Most Druids are still Neutral in Alignment, but in Maeland there is a splinter order of Good-Aligned Druids who have adapted the practices of the Old Ways to serve the Powers of Light. Both kinds of modern Druids continue to wear the sacred “torc” – a rigid, collar-like neck-ring open at the front, and never removed from the neck once it is twisted into place. Both Neutral and Good Druids retain the same system of gradual initiation into the mystery of the Old Ways. There can be only a maximum of four Druids of 14th Level in the Ultimate West at any one time – a Grand Druid and Grand Druidess of Neutral Alignment, and a corresponding pair of Good Alignment.

Druids (both Neutral and Good) share symbols with the Neutral-Aligned Congregation of Life – the Tree, the Labyrinth, the Pentagram, the Spiral, and the Ouroboros (a serpent swallowing its own tail and forming a circle). Like the settled Priests and Priestesses of Life, Druids tend to dress in either undyed cloth, or else clothes colored green, red, or brown with natural plant dyes. While non-adventuring Priests and Priestesses of Life are almost always married couples, some Druids are actually under Mysterious Bans that prohibit them from taking permanent mates.

An Alternate Illusionist Spell List for B/X, BECMI, and OSR Games

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Hieronymus Bosch 051

Here’s a revamped list of “Tricks” (spells) for Illusionists. It combines some classic Illusionist spells with new ones (such as “Coin”, “Palm”, “Dove and Rabbit”, “Escape Bonds” and “Swallow”) that replicate well-known stage tricks.

Each Level of consist of an even number of Tricks, to facilitate random determination of spells known by NPCs and Dragons, or found scribed on Spell Scrolls.

Where necessary, the description of each Trick is followed by one, two, or three additional terms defining the area affected by the Trick, the effect’s duration, and the result of a successful Saving Throw.

  • If no [affected area] is indicated in brackets, a spell affects 1 target in visible range.
  • If no {duration} is indicated in curly brackets, a spell lasts 1 hour
  • If no *Save effect is indicates after the asterisk, no Saving Throw is ordinarily allowed.

1st Level Illusionist Tricks

1 Arcane Mark: Illusionist places a magical inscription up to 6 letters long upon an object or creature, visibly or invisibly. [1 square foot] {Permanent on object; 1 month on creature}
2 Cause Fear: One target within 50’ is overwhelmed with Fear, and will flee. {1 Turn} *Save negates
3 Coin: Illusionist produces a coin of any type, that will pass every test until is disappears. {1 Turn}
4 Color Spray: Multi-colored rays of light shoot at the eyes of a single target. Roll d6 to determine effect. 1 = Stunned for 1d4 Rounds, 2 = Blinded for 1d4 Rounds, 3 = Knocked Unconscious for 1d4 Rounds. [1 target within 25’ of the Illusionist] *Save negates.
5 Create Flame: Illusionist creates a small flame from their finger, equal to a lit candle in size, heat, and illumination. The flame is real, and will ignite combustibles. {1 Round, until flame is transferred}
6 Darkness: All light within a 50 foot radius is extinguished, creating total and impenetrable darkness that clouds all normal vision. Only Infravision allows sight. Darkness dispels Light. {1 Hour}
7 Detect Secret Doors: Illusionist can detect the presence and location of any secret doors or passages within a 25′ foot radius. A Wisdom Check reveals how to open a detected door. {Until Illusionist moves}
8 Disguise Self: Illusionist can change the details of their own appearance in order to appear to be somebody else. Gender and general frame must remain the same, but the appearance of clothing and equipment can be changed. Voice and smell are unchanged. {Until dawn}
9 False Magical Aura: Illusionist can make something magical seem mundane (or visa-verse), fooling Detect effects (such as Detect Magic). [1 item weighing 5 pounds per Level] {Permanent until dispelled}
10 Ghost Lights: Illusionist can create either 1 – 4 floating balls of light (equal to torches), or one glowing humanoid shape, which can be move anywhere in visual range. {1 hour}
11 Hypnotism: Illusionist commands the attention of one person with 25’. Victim will perform easy, apparently safe requests for as long as the Illusionist pays undivided attention to them. Afterward, the Victim will forget the whole experience. {No more than 1 hour} * Save negates.
12 Nightvision: Illusionist can see in conditions of very low light with an ability equal to a cat. {Until dawn}
13 Open/Close: Illusionist opens or closes a container, box, bag, average-sized door, pouch, or other such item at a distance. The item must not be locked, or otherwise secured. [Visual range] {Instantaneous}
14 Palm: An item that can be completely hidden in the hand disappears into an extra-dimensional pocket. The item can be recalled at will. Only 1 item can be Palmed at a time. {Until item is recalled}
15 Phantasmagoria I: Illusionist induces a hallucination involving one sense: vision, smell, taste, touch (including temperature), or hearing. The sensory experience can be anything the Illusionist has personally experienced. No real damage can be inflicted, however. [A 10′ cube per Experience Level, located anywhere in visual range] {Concentration} *Save reveals, if viewer has reason to disbelieve.
16 Phantom Flame: Illusionist creates a perpetual phantom flame which give slight equal to a candle. The flame doesn’t shed heat or consume air, but is dispelled by sunlight. {Permanent}
17 Shroud of Smoke: Illusionist, or one visible Recipient, is shrouded by smoke (of any color desired), granting a +2 on their AC. The Recipient can see out from the smoke as if it wasn’t there. {1 hour}
18 Sleep: A visible, living Victim with no more HD than the Illusionist falls asleep until dawn. *Save negates.
19 Ventriloquism: Illusionist’s voice appears to come from some other place within 50’, while the Illusionist’s lips do not move. {1 hour} *Save reveals deception.
20 Whispered Message: Illusionist can have a whispered conversation with one or more desired Recipients at any distance, regardless of ambient noise. [1 Recipient per Level of Illusionist, who must be initially visible but can subsequently be any distance away] {1 hour}

2nd Level Illusionist Tricks

1 Blurry Vision: The vision of 1 visible target becomes blurry, inflicting a -2 Penalty on Attack Rolls. Penalty is ignored by creatures that don’t need eyes to attack. {1 Turn} *Save Negates.
2 Colorful Cloud: Illusionist creates 50’ diameter cloud of colored fog (in any color, or combination of colors desired) that emanates from any desired point within visual range. Visibility within is 5’. Those more than 5’ within are invisible from outside. {1 hour}
3 Confusion: Recipient become disoriented, and acts randomly. Roll d10 each round: 1-3 = normal action, 7 – 10 = pointless action, 10 = attacks nearest foe or friend. [50 feet] {1 Turn} *Save negates.
4 Dove and Rabbit: A held object up the size and weight of a longsword is temporarily transformed into a dove or rabbit under the Illusionist’s control. Animal can be transformed back any time before expiration. {1 Turn}
5 Hypnotic Pattern: Illusionist creates a fascinating pattern of either smoke or colored light in the air. 2 HD of viewers per Illusionist Level can do nothing but watch. {Concentration} * Save negates.
6 Invisibility: Recipient vanishes from all forms of non-magical sight, until they cast a spell or attack another. [1 human-sized subject per Illusionist Level] {Until dawn}
7 Levitate: Illusionist, Recipient, or object floats in the air at a height controlled by the Illusionist. Attacks made while Levitating are at -3. [100 lbs per Illusionist Level, within visual range] {1 hour} *Save negates.
8 Mirror Image: Illusionist surrounds themselves with as many illusory copies of their body as their own Level. An attacker must make a successful Save to hit or affect the real Illusionist {1 hour}
9 Phantasmagoria II: Illusionist induces a hallucination involving two senses: vision, smell, taste, touch, or hearing. See Phantasmagoria I. [A 10′ cube per Experience Level, located anywhere in visual range] {Concentration} *Save reveals, if viewer has reason to disbelieve.
10 Pilfer: Illusionist can transport to their hand a single small nonliving object from any pocket, container, or bag in visual range. Object must weigh 1 lb or less. If multiple objects are inside container, a random one is pilfered. * Save negates and reveals pilfering attempt, if object is carried by an intelligent being.
11 Pyrotechnics: Illusionist can choose to cause a flame to either explode in a colored burst, (unprepared onlookers are blinded for a minute), or emit thick, choking smoke in a 50’ radius (everyone within is effectively blind, and suffers -4 to Str & Con for 2 minutes. [50’ radius] {1 minute} * Save negates.
12 Rope Trick: A length of rope up to 30’ long stands upright the air, and can be climbed to an invisible (and otherwise inaccessible) hiding place. Hidden people can see the out, but not be seen. The rope can be pulled inside, and is also the only means of exit. {Until dawn}

3rd Level Illusionist Tricks

1 Alter-Ego: A new PC is created with different abilities (and any Class desired), and the Illusionist becomes that person. Memories are retained, but the Alter-Ego could be an Elf, Dwarf, etc. The Illusionist can only have 1 Alter Ego. Once it is created, the Illusionist always becomes that person when they use this Trick. {Until dawn}
2 Banquet of Shadows: Illusionist apparently creates a sumptuous meal, complete with serving wear, utensils, table, table cloth, and table decorations. The food is delicious and filling, if not disbelieved. [Enough food for 2 people per Illusionist Level] {Until dawn} *Save reveals, & makes person unable to unable to touch any part.
3 Blind/Deafen: Illusionist makes the Victim either blind or deaf, with all appropriate Penalties. [1 Victim within 50’] {1 Hour} *Save negates.
4 Change Image: Illusionist temporarily turns an existing single page of text (or picture up to 5’ x 10 in size’) into another they have previous seen. {1 Hour per Experience Level of Illusionist} There is no Saving Throw.
5 Escape Bonds: The Illusionist instantly undoes and escapes from any physical bonds restricting their movement, including tied ropes, locked manacles, grapple holds, constricting snakes, or grabbing tentacles. Note that this Trick does not require Gestures and Props.
6 Hold Person: Illusionist paralyzes a visible humanoid target under 5 HD, locking them into their current position. Victim can breathe, but take no other action. [1 hour] *Save negates.
7 Magic Mouth: When a chosen event occurs in a location, a message of up to 25 words will be delivered audibly. The event must be one that could be seen by an ordinary person. {Until triggered}
8 Minor Creation: Illusionist creates one or more apparently real objects of common, relatively soft, organic (but non-living) material such as cloth, wood, paper, or hemp. Precious spices and wondrous materials (such as the sap of the Sword Lacquer tree) cannot be replicated. The object is crude, unless the Illusionist is also a skilled artisan of the appropriate type. [1 cubic foot per Illusionist Level] {Until dawn}
9 Phantasmagoria III: Illusionist induces a hallucination involving three senses: vision, smell, taste, touch, or hearing. See Phantasmagoria I. [A 10′ cube per Experience Level, located anywhere in visual range] {Concentration} *Save reveals, if viewer has reason to disbelieve.
10 Phase Object: Illusionist can push any nonliving object up to the size and weigh of a longsword through any solid obstruction no thicker than the object is long. This spell can be used to place items in pockets, etc.
11 Suggestion: Illusionist causes one Victim to obey a reasonable sounding directive which can be phrased in one sentence. {Until dawn, or a suggested task is completed} * Save negates.
12 Swallow: An object up to the size and weight of a longsword can be swallowed and regurgitated at any point in the future. Only one object can be swallowed and held at a time. {Until item is regurgitated}

4th Level Illusionist Tricks

1 Dimension Door: Illusionist or Recipient is teleported to any place the Illusionist can see. If an unwilling Recipient Saves, Illusionist is transported to the location instead.*Save negates
2 Disguise Others: Illusionist can make one other person per Level appear to be somebody else, with apparently different clothing and equipment. Only looks are changed – not textures or smells. {Until dawn}
3 Illusory Trap: Illusionist creates the illusion of a trap (such as pit or dead fall) which wards the area inside 25’ cube. If apparently triggered, all within suffer 2d6 damage. [25’ cube] *Save inactivates, and retroactively negates damage.
4 Mass Confusion: All within 50’ (except Illusionist) become disoriented, and act randomly. Roll d10 each Round per Victim: 1-3 = normal action, 7 – 10 = strange and pointless action, 10 = attacks nearest foe or friend. {1 Turn} *Save negates.
5 Mass Sleep: As many visible, living Victims as the Illusionist has Experience Levels fall asleep. Those with greater HD than the Illusionist are immune. {Until dawn} *Save negates.
6 Overwhelming Fear: Every being not allied with the Illusionist within a 50′ foot radius must Save versus Wisdom or run away until they can no longer see the Illusionist. Affected beings stay afraid for 1 hour. *Save negates, and new Save can be made each Round.
7 Phantasmagoria IV: Illusionist induces a hallucination involving four senses: vision, smell, taste, touch, or hearing. See Phantasmagoria I. [A 10′ cube per Experience Level, located anywhere in visual range] {Concentration} *Save reveals, if viewer has reason to disbelieve.
8 Shadow Conjuration: Illusionist summons and commands an apparently real animal or Monster actually made of shadows. Being can do anything a real one can (attacking and causing damage, hauling objects, etc.), if not disbelieved. [1 apparent being with HD equal to or less than Illusionist’] {1 Hour} *Save dispels.

5th Level Illusionist Tricks

1 Major Creation: Illusionist creates one or more apparently real objects of common, non-precious, non wondrous materials (not gold, silver, platinum, electrum, copper, semi-precious tones, gemstones, nor any special material such as Adamant or Cloud Silver). The objects will be crude in workmanship, unless the Illusionist is also a skilled artisan of the appropriate type. [Objects 1 cubic foot in total size per Level] {Until dawn if object is stone or metal – until next full moon otherwise}
2 Mirage Arcane: Illusionist can make any environment appear to look, smell, sound, taste, and feel like any other environment. [¼ acre per Illusionist Level] {Until Dawn} *Save reveals the true landscape.
3 Mysterious Building: The Illusionist creates a quasi-real structure of any form, layout, decoration, and interior furnishing desired, but which can occupy no more than 50,000 cubic feet in total volume. It gives shelter, but there is no food, clothing, or water within. {Disappears at dawn} *Save indicates the building does not exist for the viewer, and they cannot see or interact with those within.
4 Phantasmagoria V: Illusionist induces a hallucination involving all five senses. See Phantasmagoria I. [A 10′ cube per Experience Level, located anywhere in visual range] {Concentration} *Save reveals, if viewer has reason to disbelieve.
5 Phantasmal Killer: Illusionist causes the Victim to hallucinate a fight with an imaginary monster embodying their greatest fears. Victim must Save each round – success means they “inflict” 1d8 damage upon the Phantasmal Killer, failure means they suffer d8 damage. Monster has Hit Point equal to Victim’s own, and disappears once its Hit Points = 0. Victim can also be saved by Dispel Magic, and Sleep, or be aided by an ally on the Astral Plane (who can also see and fight the Phantasmal Killer). {Until mental combat ends}
6 Telekinesis: By mental concentration the Illusionist can move objects in any direction through the air up to 500 feet per Round. [25lbs per Illusionist Level] Anything that done with hands can be done with Telekinesis, including repairs and missile attacks. {Concentration, but no more than 1 minute}
7 Walk Through Shadows: Illusionist and their companions can walk into the shadows and exit in some shadowy area of another desired place. The destination can be up to 50 miles away per Level of the Illusionist. Travel consumes 1 hour per 50 miles, but feels instantaneous. [Illusionist, + 1 Recipient per Level]{1 hour per Illusionist Level}
8 Walk Through Walls: Illusionist and their companions can walk though a wall up to 15’ thick as if it didn’t exist. [Illusionist, + 1 Recipient per Level] {1 minute}

6th Level Illusionist Tricks

1 Cards of Death: Illusionist transforms an ordinary deck of cards into deadly weapons. The Illusionist can throw the transformed cards like daggers at a rate of 10 per Round. If at least 20 cards are left in the deck, the remainder can instead be fanned into two weapons that the Illusionist can dual-wield (without penalties) for 1d6 points of damage each, or treat as a short sword and shield. The Cards are magical, and capable of hitting Monsters immune to normal weapons. [1 deck of up to 78 cards] {1 Turn, or 60 Rounds}
2 Gate of Shadows: Illusionist transforms an existing door or curtained aperture into a two-way portal between Shadowland and their current location. 1 in 6 chance per Turn something enters the Mundane World through the Gate. [1 doorway, archway, or other aperture up to 12’ x 12’] [1 hour]
3 Hallucinatory Imposter: The Illusionist creates a perfect copy of a person or Monster they have met, and gives it a mission of deception. The Imposter looks, sounds, smells, tastes, and feels just like the original, and (if a person) is dressed in a perfect reproduction of an outfit the illusionist has seen the original wear. The Imposter temporarily has Intelligence equal to the original, and can steal the memories of viewers to respond convincingly to any test. It can move and converse independently, but cannot actually pick up or move real objects. A door must be open for it to enter a room, etc. {Until Dawn} *Save reveals.
4 Programmed Phantasmagoria: Illusionist creates an illusion affecting every sense, which follows a predetermined series of actions spanning up to 1 Turn. The Illusionist can make the illusion be triggered by an action (which must be one observable to an ordinary person), or have it repeat on an endless loop. [Area inside a 50’ cube] {Permanent until disbelieved} *Save reveals and ends illusion.
5 Projected Double: Illusionist creates an illusory double of their body (including their equipment), and splits their consciousness between it and their actual body. The Double can wander up to 1 mile away from the Illusionist’s actual body, and can be used used to Cast Spells that seem to originate from it. The Illusionist can see, hear, and smell through the Double, but not touch or hold anything (and if touched the Double is insubstantial). [1 hour]
6 True Seeing: Illusionist sees things exactly as they are, or were before they being affected by any Spells or Special Abilities that produce illusions, Glamours, or Transmutations. [Visual range] {1 hour}

7th Level Illusionist Tricks

1 Alter Reality: The Illusionist can (A) mimic any other Spell from any Class’s list (except Limited Wish), (B) undo the effects of any other Spell, (D) make one of their Illusions (even of a living being) real and permanent (C) endow a soulless being with a Dark Soul drawn from Shadowland, (F) find or restore to existence a lost or destroyed object or being, or (G) erase up to the last hour of history, re-living it with the Illusionist’s knowledge intact. The Illusionist’s desire must be articulated and spoken aloud, and will be interpreted as literally as possible. Each use erases a random year of the Illusionist’s personal memories.
2 Assume Identity: Illusionist acquires the appearance, Abilities, and characteristics of anyone they have previously met – including such beings as Immortals, Demon Princes, and Fairy nobility! For the duration of the Spell, the Illusionist loses their own physical Abilities, Special Abilities and Weaknesses, which are replaced with those of the Assumed Identity. The Illusionist gain such memories as are necessary to convincingly live their new identity – but no more. Everyone, including the being’s family, closest friends, followers, and subjects will see and treat the Illusionist as if they were actually the being whose identity has been Assumed. {Until dawn} There is no Saving Throw.
3 Astral Projection: The mind and soul of the Illusionist, and anyone they touch, leave the body to travel on the Astral Plane. Recipients can travel to Dream Worlds, the Empyrean, the Seven Heavens of Good, the Seven Celestial Spheres of Law, the Limbo of Chaos, the Seven Hells of Evil, or even the Emptiness of Outer Darkness. Souls are connected to their physical bodies by an infinitely stretchable Silver Cord – if it is somehow severed (possibly with a magic weapon) the sleeping physical body is killed. {Until dawn}
4 Cheat Fate: If, before the next dawn, the Illusionist suffers enough damage to kill them, they are instead reduced instead to 1 hp and Teleported (no chance of error) to a previously defined location. {Until dawn}
5 Mass Invisibility: Up to 300 HD of Recipients visible to the Illusionist become Invisible until they attack another or use magic. Creatures larger than a human count as triple HD. {Endures until broken}
6 Vanish: The illusionist can make an object, creature, or even building (up to the size of a castle tower) vanish completely into an extra-dimensional space. Anything inside the object Vanishes with it. The Vanished thing can be made to reappear by the Illusionist in any place within visual range. {Until dawn, unless target is recalled before} *Save negates, if the primary target is a living being.

An Alternate Druid Spell List for B/X, BECMI, and OSR Games

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Maeve&druid

The following alternate spell list is a mix of classic standards from “Ye Old Game”, and new spells intended to bring the Druid Class a little closer to what Druids are in actual Celtic stories. More Cathbad of Ulster, and less the guy that sold you patchouli oil at the ren-faire! Druids with this spell list can reincarnate dead lovers as swans, create healing baths, and return the Wasteland to fertility. This is a somewhat larger and more powerful spell list than is standard for Druids in B/X or BECMI games, but I think that the change is warranted by better fidelity to the real lore of the Druids.

Of course, each Level contains an even number of spells for random determination.

Where necessary, the description of each Spell is followed by one, two, or three additional terms defining the area affected by the Spell, the effect’s duration, and the result of a successful Saving Throw.

  • If no [affected area] is indicated in brackets, a spell affects 1 target in visible range.
  • If no {duration} is indicated in curly brackets, a spell lasts 1 hour
  • If no *Save effect is indicates after the asterisk, no Saving Throw is ordinarily allowed.

1st Level Druidic Spells

1 Animal Friendship: Druid gains the companionship of twice their own HD of visible mundane animals, who can learn 1 “trick” or task per point of their Int. No more than twice Druid’s HD of animals can be under the Druid’s influence at a time. Companions can be dismissed to make way for new ones. {As long as desired}
2 Banish Vermin: All vermin (rats, roaches, bedbugs, flies, worms, ticks, etc.) of normal size within a 25′ foot radius are forced to flee. {Until dawn}
3 Bath of Soothing: Druid blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1 point of Damage per Experience Level or Hit Dice they possess. For example: A 3rd Level bather regains 3 lost Hit Points. {Until used}
4 Calm Animals: Druid calms hostile, frightened, or otherwise uncontrollable natural animals, whether wild or domestic. Giant Animals and Monsters such as Gorgons are not affected. [All mundane animals with a 25’ radius] {1 hour}
5 Create Flame: Druid creates a small flame, equal to a lit candle in size, heat, and illumination. {1 Round, unless used to ignite a flammable object}
6 Detect Poison: Druid can detect the presence and location of poison within a 25′ foot radius. {until Druid leaves area, but no more than 1 hour}
7 Empowered Cudgel: A wooden club or staff becomes capable of striking Creatures normally immune to mundane weapons. {1 hour}
8 Fairy Fire: A human-sized creature (or pair of two smaller creatures) within 50’ is outlined with colored light that makes them clearly visible in the dark, and negates attempts to Hide or Dissappear. This spell works under magical Darkness, and against Invisible targets (if the Druid knows they are near). {1 hour}
9 Locate Animal: Druid knows the location of a desired type of mundane, non-monstrous animal that can be potentially reached within an hour’s time. A specific animal can be located only if the Druid is familiar with it. An animal inside a cage of lead, aluminum, or tin cannot be found with this spell. {1 hour}
10 Obscuring Mist: Druid is surrounded in a 25’ radius by a mist that reduces visibility to 5′. Anyone up to 5’ into the mist gets a +2 on their AC. +4 AC if more than 5’ in. {1 hour}
11 Pass Without Trace: Druid or Recipient leaves no footprints or scent for the duration of the effect. {1 Hour}
12 Predict Weather: The Druid can predict the weather that will affect a 1 mile radius for the next 24 hours.
13 Protection From Serpents: Snakes of any size are unable to touch or attack the Druid, or a specified Recipient. {1 hour}
14 Purify Food and Drink: Decayed, spoiled or contaminated food and drink become safe, wholesome and nutritious. [1 meal per Druid’s Level] {Until food rots again naturally}
15 Resist Cold: Druid or Recipient can ignore damage from cold equal to 2 x Druid’s Experience Level. {1 hour}
16 Resist Fire: Druid or Recipient can ignore damage from fire equal to 2 x Druid’s Experience Level. {1 hour}
17 Shower of Stones: The Druid causes stones to materialize and strike a single target, inflicting 1d6 Damage. *Save halves damage.
18 Skin Like Bark: The Druid or Recipient’s skin becomes tough like tree bark, improving their Armor Class by 2. [Druid, or 1 Recipient] {1 hour}
19 Speak With Animals: Druid can speak to any normal or giant animals encountered, who can communicate to the limits of their Intelligence. Monsters with bizarre anatomies are excluded. [1 hour]
20 Summon Animals I: Druid summons local animals totaling no more than 2 HD, who will willingly perform one simple service lasting for no more than an hour. The Druid can specify the animals desired.

2nd Level Druidic Spells

1 Augury: If they make a successful Wisdom Check, the Druid knows whether a particular action to be taken by themselves (or another) is likely to result in harm or benefit (or both) within the next day. Can only be used once per question.
2 Bewitch Cattle: Druid causes livestock to die strangely. Roll d4 per Victim: 1 = Victim suffers 1d6 damage per day, 2 = Victim tries to kill self, 3 = Victim bleeds and loses 1 Con point per day, 4 = Victim loses 1 point of Str per day. [1 animal per Druid Level] {Until next new moon} * Save negates.
3 Combust: The Druid causes the Target to burn for 1d6 points of Damage, and ignites flammable objects. [1 target within visual range] *Save negates.
4 Cure Paralysis: The Recipient is cured of all paralyzing or movement inhibiting effects (except Petrification). [1 touched Recipient]
5 Delay Poison: Any poison affecting the Recipient is temporarily neutralized, but will take effect once the Miracle ends. Can also be performed on a person before they are exposed to poison. {1 Turn per Druid’s Level}
6 Detect Snares & Pits: Druid is aware of any intentionally set traps, snares, and pits within 50’ of their current location, however carefully hidden. {Until User leaves area}
7 Fertility: The next time the touched Recipient can possibly conceive offspring (or impregnate another), it will happen. [1 person] *Save negates, if undesired.
8 Fog Cloud: Druid creates 50’ diameter cloud of fog that emanates from any desired point within visual range. Visibility within is 5’. Those more than 5’ within are invisible from outside. {1 hour}
9 Ignore Pain: Druid or Recipient become immune to all pain and pain effects, mundane or magical. {Until dawn}
10 Lesser Restoration: An Ability reduced by damage or magic is restored by 1 point. [1 touched Recipient]
11 Protection From Unnatural Spirits: Druid or Recipient gains +2 to AC and Saves against non-Neutral Summoned, or Conjured beings, and cannot be physically touched or mentally dominated by such entities. [1 person] {1 hour}. Note: this spell does not affect beings of Neutral Alignment.
12 Summon Animals II: Druid summons local animals totaling no more than 4 HD, who will willingly perform one simple service lasting for no more than an hour. The Druid can specify the animals desired.

3rd Level Druidic Spells

1 Ball Lightning (Malediction): Druid shoots a ball of crackling energy (shedding light equal to a torch) which can move around obstacles and chase a specified target at a rate of 180’. The ball explodes for 5d6 damage upon contact. [1 target] {Until ball hits target, or 1 hour} *Save halves damage
2 Bath of Healing: Druid blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1d4 points of Damage per Experience Level or HD they possess. For example: A 5th Level bather regains 5d4 lost Hit Points. {Until used}
3 Blind/Deafen: Druid makes the Victim either blind or deaf, with all appropriate Penalties. [1 Recipient within 50’] {Until next new moon}*Save negates.
4 Call Lightning: Druid can call from the air one vertical bolt of lightning per Round for 3d6 points of Damage. This Spell can only be cast under the open sky. Calling a bolt can be the only action a Druid takes in a Round. The maximum number of bolts called is equal to the Druid’s Level. {1 hour} *save halves damage.
5 Cure Blindness/Deafness: Druid or Recipient is cured or either Blindness or Deafness, magical or mundane in origin. [1 touched Recipient, or the Druid]
6 Cure Disease: Druid or Recipient is cured of all physical diseases and parasitic infections.
7 Curse: Druid inflicts a negative magical condition upon the Victim. Typical Curse include: -4 on one Ability; -3 on all Attack rolls; or -1 on all Saves. {1 day per Druid Level} *Save negates.
8 Empowered Weapon: The Druid temporarily makes a weapon or ammunition capable of striking Monsters otherwise immune to normal attacks. [1 weapon, or 12 arrows/bolts/bullets] {Until dawn}
9 Hold Person: Druid paralyzes a humanoid target under 5 HD, locking them into their current position. Victim can breathe, but take no other action. [1 hour] *Save negates.
10 Locate Object: Druid knows the location of a desired type of object that can be potentially reached within an hour’s time. A specific item can be located only if the Druid is familiar with it. An object encased in lead, aluminum, or tin cannot be found with this spell (but items made of those metals can be).
11 Monstrous Offspring: The Druid curses the next child of the Victim (male or female) to be born a Monster (with no more HD than the Druid has Experience Levels). Monster is born with 1 HD, and gains an additional HD every month until it reaches its final amount. *Save negates.
12 Neutralize Poison: All poisons and toxins affecting the Druid or Recipient are neutralized. Can also be performed on a person before they are exposed to poison. [Druid, or 1 Recipient]{1 Turn per Druid’s Level}
13 Obtain Oracle: Druid learns the result of a proposed course of action in the form of an ambiguous riddle, or unexplained metaphorical statement. Only one Oracle can be obtained per question.
14 Possess Beast: The Druid’s body falls into a deep sleep, while their mind possesses the body of an ordinary animal (with HD equal to the Druid’s own or lower) until morning. The Druid specifies the type of animal desired (which cannot be a Giant Animal or bizarre Monster), and the spell will target the nearest example of such. The Druid can use all of the animal’s senses and Special Abilities until dawn. If the Druid’s human body is slain before morning, the Druid is permanently stuck in their animal’s body – but can temporarily Assume Human Form! {Until dawn, and cannot be ended before} *Save negates, but if an animal fails its Save it can never Save again.
15 Pyrotechnics: A flame either explodes in a beautiful, colored burst, (unprepared onlookers are blinded for a minute), or emits thick, choking smoke in a 50’ radius (everyone within is effectively blind, and suffers -4 to Str & Con for 2 minutes. [50’ radius] {1 minute} * Save negates.
16 Remove Curse: Druid or Recipient is freed from any supernatural curses currently afflicting them. A “curse” is defined by any Spell which includes the word “curse” in its description.
17 Speak With Plants: Druid can question the local plants about actions that have transpired near them within the last season. Plants can only answer “Yes” or “No”, and can only sense events apparent to any ordinary observer with no magical senses. {1 Hour}
18 Summon Animals III: Druid summons local animals totaling no more than 6 HD, who will willingly perform one simple service lasting for no more than an hour. The Druid can specify the animals desired.
19 Water Breathing: Druid or Recipient can breathe water as if it was air. {Until dawn}
20 Wind Wall: Druid creates a vertical sheet of strong, upward wind 2 feet in thickness. No arrows, thrown weapons, gaseous beings, or flying creature smaller than a large eagle can pass the wall. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}

4th Level Druidic Spells

1 Control Plants: Druid animates and controls the movement of all plants in a 50’ radius. Plants can be parted to reveal an obscured area; tree limbs can block or strike like clubs; vines and roots can entangle, ensnare, or become nooses; and hard fruit can be thrown like sling bullets. Controlled Plants use the Druid’s Attack Bonus and Saves. {1 hour}
2 Cure Serious Wounds: Druid or Recipient is cured of 1d4 points of Damage per own Experience Level of Hit Dice. For example: A 5th Level Recipient regains 5d4 lost Hit Points. [Druid, or 1 touched Recipient]
3 Curse of Lycanthropy: Druid curses the Recipient to become a Lycanthrope, starting on the next Full Moon. The Druid specifies the type of Lycanthrope. [1 victim within 25’] {Permanent until curse is lifted}
4 Dispel Magic: Ongoing spell effects are ended. There is a chance of failure equal to 5% x the Level of Spell to be undone (i.e., Dispelling a 5th Level Spell is 25% likely to fail).
5 Fire Shield: Druid’s body is surrounded by protective flames. Anyone trying to touch them, or engage them in melee, takes 1d6 damage (+1 point per Druid’s Level). Potential damage from cold is reduced by the same amount. {1 Turn}
6 Hallucinatory Terrain: Druid makes an area outdoors appear to be another type of terrain. The illusion is visual, auditory and thermal – but not tactile. Buildings and creatures are not changed in appearence. [¼ acre per Druid’s Level] {Until dawn}. *Save reveals.
7 Quench Fire: Every fire, mundane or magical, within a 25′ foot radius is immediately extinguished. Fire Elementals (and similar beings) suffer 7d6 damage. *Save halves damage for creatures.
8 Rain of Fish: A large quantity of real, living fish fall from the sky or ceiling. All witnesses under 5 HD must Save or stare dumbfounded (and unable to attack) for 6 Rounds. Dumbfounded creatures take 1 hp of damage per Round from falling fish. [150’ radius around Druid] {1 Minute}
9 Rain of Frogs: A large quantity of real, living frogs fall from the sky or ceiling. All witnesses under 5 HD must Save or stare dumbfounded (and unable to attack) for 6 Rounds. Dumbfounded creatures take 1 hp of damage per Round from falling frogs. [150’ radius around Cleric] {1 Minute}
10 Summon Animals IV: Druid summons local animals totaling no more than 8 HD, who will willingly perform one simple service lasting for no more than an hour. The Druid can specify the animals desired.
11 Summon Spring: A spring of cool, drinkable water erupts from the ground. 1 gallon of water per Druid Level will shoot 3 feet upwards, at the rate of 1 gallon per Round, before the spring stops.
12 Walk On Water: Druid or Recipient can walk across water (or any similar fluid, including mud and quicksand) as if it was dry ground. All encumbrance rules still apply. [1 hour]

5th Level Druidic Spells

1 Bath of Great Healing: Druid blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1d6 points of Damage per Experience Level or HD they possess. For example: A 9th Level Recipient regains 9d6 lost Hit Points. {Until used}
2 Commune With Fairy: Druid mentally contacts a powerful Fairy (such as the Queen of the Winter Court) and asks them a question. If a Reaction Roll indicates the Fairy like the Druid, they will answer truthfully and to the best of their knowledge. {1 question}
3 Control Winds: Druid can alter the direction of the wind anywhere in visual range outdoors, and increase or decrease its speed by up to 100 mph. Gale force winds have effects equal to a Gust of Wind Spell. Winds over 150 mph are strong enough to destroy small wooden buildings and uplift trees. [1 hour]
4 Death Ward: Recipient cannot be harmed by offensive Spells (or Maledictions) for the duration of the effect, and is immune to XP loss or Ability damage from contact with the Undead. [Druid, or 1 touched Recipient] {Until dawn}
5 Flame Strike: A roaring column of flame descends and inflicts 8d6 points of fire damage to everything in a targeted area. [A 25’ radius within visual range] *Save halves damage.
6 Ice Storm: The targeted area is pelted with ice and hail that inflicts 1d6 points of damage per Druid’s Level on everything within. [50’ radius with visual range] {1 Round} *Save halves damage.
7 Insect Plague: Druid summons a swarm of locusts (or other destructive vermin) that covers a full acre of land. All edible plants within are consumed, visibility is 5’, and creatures under 2 HD flee. {1 hour}
8 Locate Creature: Druid knows the location of a desired type of creature that can be potentially reached within an hour’s time. A specific creature can be located only if the Druid is familiar with it. A creature encased in lead, aluminum, or tin cannot be found with this spell. {1 hour}
9 Rain of Stones: Stones rain down in a 150’ radius, inflicting 6d6 points of Lethal Damage to all other exposed beings besides the Druid. The stones are real, and persist. {1 Round} *Save halves damage.
10 Raise or Calm Storm: The Druid either creates a violent storm of a type appropriate to the climate and location (a blizzard during the winter months in a temperate climate, a sandstorm in a hot desert, etc.), or calms such a storm already occurring. [10 mile radius] {Until dawn}
11 Scrying Pool: By staring into a natural pool, pond, or lake, the Druid spies on a known and named individual located on the same world, seeing and hearing as if in close proximity to the target. {1 hour} *Save negates, and reveals the scrying attempt.
12 Summon Animals V: Druid summons local animals totaling no more than 10 HD, who will willingly perform one simple service lasting for no more than an hour. The Druid can specify the animals desired.

6th Level Druidic Spells

1 Anti-Animal Shell: The Druid can neither touch, or be touched by, any unintelligent animal (including insects, Giant animals, and Giant insects, but not bizarre creatures such as Rust Monsters). {Until dawn, or willingly ended by the Druid}
2 Charm Plant: One large tree, 2 small trees, 6 bushes, 12 shrubs, 24 ordinary plants, or all the ivy on the side of a building, become friendly and protective, growing and moving at the Druid’s request in a manner similar to the effect of Control Plants. Plant Monsters are affected as by a Charm Monster spell. {Until the end of Winter} *Plant Monsters can save to negate.
3 Cure Critical Wounds: Druid or Recipient is cured of 1d6 points of Damage per own Experience Level or HD. For example: A 9th Level Recipient regains 9d6 lost Hit Points. [Druid, or 1 touched Recipient]
4 Elemental Ally: The Druid summons a 16 HD Elemental Brute ) of a desired type (Air, Water, Earth or Fire), which will willingly and happily perform 1 task that can be completed within an hour. The Druid can only summon one type of each type of Elemental Ally per day.
5 Geas: Druid imposes upon a single Victim either a task that must be performed, or an action that must be avoided. If the Victim fails to undertake the task or avoid the action, they suffer a Curse (as the 3rd Level spell) until they do as directed. No directly lethal tasks or taboos can be imposed. The Druid can also remove a Geas placed by another. This spell cannot undo a Druid’s Mysterious Bans or Mysterious Compulsions. {Until task is performed, or Druid relents} *Save negates.
6 Merge with Stone: The Druid (along with everything they carry) physically merges with a stone (or stone wall) at least as large as themselves. Nothing short of True Seeing will reveal the Druid’s presence, and the Druid cannot be harmed without destroying the stone. [Until dawn]
7 Polymorph Other: Recipient is transformed into any creature with no more than twice their original Hit Dice, acquiring all Special Abilities and other characteristics. Recipient is 50% likely to forget who actually are, and transform mentally as well. {Permanent until released by caster} *Save negates.
8 Summon Animals VI: Druid summons local animals totaling no more than 12 HD, who will willingly perform one simple service lasting for no more than an hour. The Druid can specify the animals desired.
9 Transport by Plants: The Druid magically enters a tree or plant, and instantly exits from another tree or plant of the same type growing at or near a desired location anywhere on the same planet (or in the same Corner of the Earth). If the Druid does not specify a point of exit (or the type of plant entered is not present there), the Druid is transported to a random location where the plant also grows.
10 Travel the Corners of the Earth: By traveling for 10 minutes the Druid can enter any of the Corners of the Earth (The Vault of Air, the Underworld, the Eternal Sea, Fiery Purgatory, the Pillars of the Earth, Shadowland, the Antipodes, and Summerland) or travel back to Panzoasia from one of the Corners. 1 companion can follow per Level of the Druid. {1 trip}
11 Turn Wood: Nothing made of wood can move towards the Druid in the affected area. Spears cannot used, arrows cannot be shot, boats cannot sail, and siege towers cannot move forward. [Either a 150’ cube in front of the Druid, or a 150’ radius] {[1 hour]
12 Wall of Thorns: Druid creates a 5 foot thick wall of twisting brush covered with finger-length thorns, anywhere within a 50’ radius. It cannot be created underfoot of a target. The wall inflicts 5d6 point of damage on contact. Making a hole big enough for a person requires inflicting 40 hit points of damage with magic, or (long) metal tools. If burned, it becomes a Wall of Fire for 1 Turn before collapsing. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}

7th Level Druidic Spells

1 Chariot of Fire: The Druid summons a bronze chariot with burning wheels, drawn by two flying horses with manes and tails of fire. The Druid (along with up to 6 passengers) can drive the chariot across the land at 240 or through the air at 480. Each horse is equal to a Warhorse in combat, but has immunity to normal weapons. The Druid and passengers are immune to the Chariot’s flames – all others take 3d6 point of fire damage per Round if within 5’. {1 hour}
2 Control Weather: The Druid can transform the current local weather as they like. Each Turn the Druid can change the temperature by up to 5 degrees, increase or decrease the precipitation amount by up to 1 inch an hour, and raise or calm the winds by 10 mph. The highest possible temperature achievable is 120 F, and the lowest possible is -30 F. Maximum total precipitation is 12 inches of rain, or 10 feet of snow. Highest possible winds are 150 mph. [1 mile radius] {up to 12 hours before dawn}
3 Creeping Doom: 1,000 biting and stinging are summoned, forming a crawling swarm that automatically inflicts 100 hp of damage per Round to anyone they contact (no Attack Roll needed). The swarm travels at Movement Rate 60, but must remain within 120’ of the Druid (or disappear). If attacked, it’s AC is 9 points better than unarmored, and it has 100 hp. Each HP of damage it sustains reduces the damage it inflicts by 1 point. [50’ x 50’ swarm] {12 Rounds}
4 Environmental Adaptation: The Druid, and one additional Recipient per Level, become completely immune to damage or harm from environmental effects, however extreme. They could walk in the lava fields of Fiery Purgatory without damage, swim underneath the Eternal Sea without drowning, breath the toxic air of the Adumbral Planet, etc. [24 hours]
5 Fairy Allies: The Druid can summon a single powerful Fairy with up to 14 HD, or number of Fairies whose total HD do not exceed 14. The Fairy (or Fairies) will willingly and happily aid the Druid for up to 1 Hour Each time the Druid uses this Spell, they must take on a random Mysterious Compulsion or Mysterious Ban.
6 Finger of Death: A visible target (other than a Planar Spirit or Undead Monster) dies instantly. [1 Victim in visual range] *Save negates.
7 Reincarnate: Druid causes a recently dead person to be instantly reborn in an animal body as a Zoomorphic Revenant, otherwise retaining their mind, memories, and Alignment. The new animal form will be symbolic of their previous Class or profession. [1 person, dead no more than a day] *Save negates if undesired.
8 Revive Wasteland: 100 acres of once fertile land that is now polluted, scorched, or lain waste (for example: by the industrial activity of Orcs, from Dragon’s Breath, or by magical Blasting) is restored to fertility and usability. Trees, crops, and useful plants will again grow on it. Weather patterns will not be automatically changed – i.e, arid land remains so. {Permanent, until land is defiled again}
9 Stop Aging: The Druid stops all aging for 1 year. Unfortunately, every time the Druid uses this spell they incur another random Mysterious Compulsion or Mysterious Ban.
10 Transmute Metal and Wood: Five pounds of metal is transformed into normal, non-wondrous wood per Level of the Druid. 1 pound of wood can be transformed into iron, tin, or zinc per Druid Level, or the same amount of iron or steel transformed into green Viridantine. {Permanent, and cannot be Dispelled}

An Alternate Spell List for B/X, BECMI, and OSR Bards

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François Pascal Simon Gérard 001

Use this alternate Spell list in conjunction with your favorite version of the Bard Class.

It is assumed in all cases that the Bard must play their favored musical instrument to use their magic, and that no other “material components” are necessary.

Where necessary, the description of each Spell (or Bardic Song) is followed by one, two, or two additional terms defining the affected area of the Spell, its duration, and how the Spell if affected by a successful Saving Throw.

• If no [affected area] is indicated in brackets, a spell affects 1 target in visible range.

• If no {duration} is indicated in curly brackets, a spell lasts 1 hour (6 Turns)

• If no *Save effect is indicates after an asterisk, the spell does not allow a Saving Throw.

1st Level Bardic Songs (Spells)

1 Fertility: The next time the Recipient can possibly conceive offspring (or impregnate another), it will happen. [1 person] *Save negates, if undesired.
2 Animal Friendship: Bard gains the companionship of twice their own HD of visible mundane animals, who can learn 1 “trick” or task per point of their Int. No more than twice the Bard’s HD of animals can be under the Bard’s influence at a time. Companions can be dismissed to make way for new ones. {As long as desired}
3 Banish Vermin: All vermin (rats, roaches, bedbugs, flies, worms, ticks, etc.) of normal size within a 25′ foot radius are forced to flee. {Until dawn}
4 Calm Animals: Bard calms all hostile, frightened, or otherwise uncontrollable animals, whether wild or domestic, in 50’ radius. {1 hour}
5 Charm Person: Victim regards the Bard as a friend and ally who has their best interests at heart. [1 humanoid person] {Until next full moon} *Save negates.
6 Gambler’s Curse: Victim is more likely to lose at games of chance. The Player must draw (or roll, spin, etc.) twice, and keep the worse result as the actual outcome of the “hand”, throw, or turn. {1 hour} *Save negates.
7 Gambler’s Luck: Recipient is more likely to win at games of chance. The Player may draw (or roll, spin, etc.) twice, and keep the better result as the actual outcome of the “hand”, throw, or turn. {1 hour} *Save Negates.
8 Protection From Serpents: Snakes of any size are unable to touch or attack the Recipient. [Bard, or 1 visible Recipient] {1 hour}
9 Remove Fear: All Fear effects, mundane or magical, are removed from the Recipient. [Visible range]
10 Resist Cold: Recipient can ignore damage from cold equal to 2 x Bard’s Experience Level. {1 hour}
11 Sleep: A visible, living Victim with no more HD than the Bard falls asleep. {Until dawn} *Save negates.
12 Summon Animals I: Bard summons local animals totaling no more than 2 HD, who will willingly perform one simple service lasting for no more than an hour.

2nd Level Bardic Songs (Spells)

1 Attract Lover: The Recipient will meet a temporarily devoted lover of the desired gender, at the next possible opportunity. The lover will leave at the next full moon, no matter how the Recipient pleads.
2 Summon Animals II: Bard summons local animals totaling no more than 4 HD, who will willingly perform one simple service lasting for no more than an hour.
3 Barrenness: Victim becomes completely unable to produce offspring. * Save negates.
4 Confusion: Victim becomes disoriented, and acts randomly. Roll d10 each round: 1-3 = normal action, 7 – 10 = pointless action, 10 = attacks nearest foe or friend. [50 feet] {1 Turn} *Save negates.
5 Ignore Pain: Bard or Recipient become immune to all pain, mundane or magical. {Until dawn}
6 Song of Love: The Recipient is overcome with romantic affection for the Bard. If the Bard fails to reciprocate properly, or ever mistreats the lover in any way, they will immediately depart (and regard the Bard with hatred thereafter). [1 person who can see and hear Bard] * Save negates.

Player Characters are considered immune to the Song of Love.

7 Mesmeric Healing: Bard places the Recipient in a trance. If they fail their Saving throw and listen to the end of the Song, they will be temporarily healed of all damage, blindness, deafness, lameness, paralysis, or disease. {Until dawn}
8 Resist Fire: Recipient can ignore damage from fire equal to 2 x Bard’s Exp. Level. {1 hour}

3rd Level Bardic Songs (Spells)

1 Babble: Victim loses the ability to read, comprehend, or speak any language. [1 victim] {1 hour} * Save negates.
2 Blind/Deafen: Bard makes the Victim either blind or deaf, with all appropriate Penalties. {Until next new moon} *Save negates.
3 Decrease Ability: One of the Victim’s Abilities temporarily decreases by 4 points (to a minimum of 3), with all corresponding consequences. {1 hour}
4 Increase Ability: One of the Recipient’s Abilities temporarily improves by 4 points (to a maximum of 18), with all corresponding benefits. {1 hour}
5 Reconcile/Separate: Two former friends or lovers reconcile, or two current friends or lovers become hostile. One of the pair must be present. *Save negates.
6 Suggestion: Bard causes the Victim to obey a reasonable sounding directive which can be phrased in one sentence. {Until dawn, or suggested action is completed} *Save negates.
7 Summon Animals III: Bard summons local animals totaling no more than 6 HD, who will willingly perform one simple service lasting for no more than an hour.
8 Witch’s Mount: Victim is under the Bard’s control, can Fly, is as strong as a draft horse, and can be used like a mount or farm animal (but cannot be made to fight). [1 person within 50’] {Until dawn} *Save negates.

4th Level Bardic Songs (Spells)

1 Remove Curse: Recipient is freed from any supernatural curses currently afflicting them. A “curse” is defined by any Spell which includes the word “curse” in its description.
2 Curse: Bard inflicts a negative magical condition upon the Victim, lasting until a specified event occurs. Typically: -4 on one Ability; -3 on all Attack rolls; or -1 on all Saves. {Until released} *Save negates.
3 Din: The Bard’s instrument makes a sound that deafens every being within 50’ (except themselves), inflicts 4d6 points of Damage, and shatters glass and crystal. *Save negates deafness, and reduces damage by half.
4 Haste: Recipient moves twice as fast as normal. Receives +3 on AC; two actions per Round; and +3 on Saves versus Wands & Breath. Loses 1 point Constitution, and ages 1 year! {1 hour} *Save negates
5 Mass Confusion: All within 50’ (except Bard) become disoriented, and act randomly. Roll d10 each Round per Victim: 1-3 = normal action, 7 – 10 = strange and pointless action, 10 = attacks nearest foe or friend. {1 Turn} *Save negates.
6 Mass Sleep: As many visible Victims as the Bard has Experience Levels fall asleep. Those with more Hit Dice than the Bard are immune. {Until dawn} *Save negates.
7 Slow: Victim moves half as fast as normal. Suffers -3 on AC; acts every other Round; and makes Saving Throws versus Wands & Breath with a -3. {1 hour} *Save negates
8 Summon Animals IV: Bard summons local animals totaling no more than 8 HD, who will willingly perform one simple service lasting for no more than an hour.

5th Level Bardic Songs (Spells)

1 Commune With Fairies: Bard mentally contacts a powerful Fairy, whose name they know, and asks them a question. The Fairy may lie, or refuse to answer, depending on their reaction. {1 Question}
2 Curse of Lycanthropy: Bard curses the Victim to become a Lycanthrope, starting on the next Full Moon. The Bard specifies the type of Lycanthrope. [1 victim within 25’] {Permanent until curse is lifted}
3 Curse of Undeath: Bard curses the Victim to rise again as an Undead Monster after their death, of a type with the same HD as their Level before they died. The Monster is not controlled by the Bard, and may seek revenge. [1 victim within 25’] {Permanent until curse is lifted}
4 Discover Treasure: The day after employing this effect the Bard will somehow be told (or otherwise learn) the location of a treasure within 1 week’s journey – but not how to recover it, or overcome its guardians.
5 Exorcism: All supernatural creatures must flee, and all Spells from Evil sources immediately end. Any Planar Spirits or incorporeal Undead inhabiting living creatures are forced out and Banished to their home Plane (or Plane of final rest). [A 25’ radius] *Save negates
6 Fame: Recipient becomes internationally famous; are immediately recognized everywhere; is mobbed by adoring fans, cannot hide under any circumstances, and loses all privacy. Dispelled by Obscurity. {Permanent} *Save negates
7 Feeblemind: Victim’s Intelligence is reduced to 2. [25’] {Until next full moon} *Save negates
8 Insect Plague: Bard summons a swarm of locusts (or other destructive vermin) that covers a full acre of land. All edible plants within are consumed, visibility is 5’, and creatures under 2 HD flee. {1 hour}
9 Obscurity: Victim cannot achieve any form of glory or recognition. Only friends and family can remember them. Dispelled by Fame. {Permanent} *Save negates
10 Raise or Calm Storm: The Bard either creates a violent storm of a type appropriate to the climate and location (a blizzard during the winter months in a temperate climate, a sandstorm in a hot desert, etc.), or calms such a storm already occurring. [10 mile radius] {Until dawn}

Random Incurable Madnesses

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Johann Heinrich Füssli 035

Players of Mad Scientist characters can sometimes be challenged to decide upon a suitable Incurable Madness for their character. That’s where this table comes in. Select, or randomly determine a flavorful type of insanity – I mean, manifestation of genius! Muahahahaha!

More inspirational tables like this will be part of the planned Second Edition of Ghastly Affair.

Your madness is…

d20

You are convinced that your body is in fact made of glass, and liable to shatter if struck with any amount of force.

1

You have 1d6 other personalities that can emerge randomly in times of stress.

2

You cannot abide the thought of sex, and the sight of even artistic nudity makes you physically ill.

3

You are a compulsive gambler.

4

You are obsessed with a certain number (or certain numbers).

5

You will only eat and drink things that are a certain color. (d8. 1=white, 2=brown, 3=yellow, 4=red, 5=green, 6=black.)

6

You believe a dead family member (or spouse) is your constant companion. Nobody else can sense them, however – even with Preternatural aid.

7

You desire to see and be near the dead – perhaps living close to churchyard, frequenting charnel houses, keeping embalmed bodies, or making your furniture from human bones.

8

Your have a morbidly gloomy disposition, and talk constantly of death and dying.

9

You are a hypochondriac, and constantly believe yourself to either be sick, or about to become sick.

10

You believe yourself to actually be a beast of some kind in a temporary human shape.

11

You believe yourself to be several hundred years older than you actually are.

12

You believe that you were born on some other planet, or on the sun.

13

You enjoy vivisection, and will find any excuse to cut open living bodies.

14

You believe yourself to be a plant of some kind, and refer to the solid food you eat as “fertilizer”.

15

You are obsessed with “perfecting” the human body – and when you can’t find other subjects, you experiment on yourself.

16

You are obsessed with creating new life forms, and modifying existing ones.

17

You are convinced that a gang of criminals is using a mechanical device to control your thoughts.

18

You believe that all of your family members and old friends have already been replaced by impostors, and that every day more and more people are likewise replaced.

19

You believe yourself to be already dead, and don’t understand why others don’t see it.

20

Random Inheritances for Gothic Characters

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Vanitas stilleven Rijksmuseum SK-A-3471

One goal for the future Second Edition of Ghastly Affair is providing even more inspirational lists and tables for creating suitably Gothic characters. If you’re having trouble coming up with an Inheritance for your Everyman character, these tables are for you. Players of other rpgs with Gothic themes (or set in Georgian / Regency / Napoleonic times) might also find the tables useful. Select an Inheritance, or let the dice decide!

Inheritances for Upper Class Characters

A child of privilege, you have inherited…

d20

a small, prosperous country estate. Of course, there’s another relative convinced that they are, in fact, the rightful owner.

1

a large country estate in disrepair.

2

a small pleasure house or hunting lodge in the country. There is no supporting estate.

3

a small castle. You’ve never been there, but its rumored to be haunted.

4

a ruined (but partiality inhabitable) castle, site of a horrific battle.

5

a noble title, to which you did not know you were heir.

6

seigniorial (or even sovereign) rights to a small territory you’ve never visited.

7

ownership of most of the land in a village you’ve never heard of.

8

ownership of several rental properties in the city.

9

a town house. You’ve never been there, but its supposed to be haunted.

10

a large town house, in an unfashionable district (or city).

11

a small town house, in a fashionable district of the capital. If only the servants could get all those bloodstains out of the carpets and upholstery!

12

a beautifully appointed carriage (berline, coupé, post chaise, or phaeton), with horses.

13

a seemingly inexhaustible bank account from which you can draw freely – with the understanding that you will continue to stay as far away from the respectable members of your family as possible.

14

all the furniture salvaged from your beloved ancestral home, which burnt down years ago.

15

your mad aunt’s art collection, including some pieces with obvious occult significance.

16

your uncle’s collection of rare books.

17

your grandfather’s collection of (d20 x 5) antique guns, all of the finest quality.

18

a set of engraved, gilded, and, ivory handled dueling pistols from a renowned Italian gunsmith. Apparently, one of them was used to kill someone famous.

19

a medieval sword that belonged to an ancestor renowned for his bravery and piety.

20

Inheritances for Middle Class Characters

Neither poor nor aristocratic, you have inherited…

d20

a colorful and loquacious parrot (or macaw).

1

a tortoise, with strange markings cut into its shell.

2

a mischievous monkey. Or is it murderous?

3

a locket. No one knows the identity of the two people painted inside.

4

a fan, hand-painted by a well-known artisan.

5

a grimoire of ceremonial magic, or an alchemical treatise.

6

a large and elaborate bed, supposedly haunted.

7

the strange journals of a distant relative.

8

a set of dueling pistols.

9

a small house in the country.

10

a narrow, 2-story house in the city.

11

a sword (or other weapon) from the Orient.

12

a statue of Aztec (or other Mesoamerican) origin.

13

a large, animated clock.

14

a large, engraved key whose use no one remembers.

15

a disturbingly life-like automaton.

16

money in the amount of 3d6 x 1000 p. (Or 3d6 x 10 gp for Old-School games.)

17

a locked steel chest to which the key is missing. Something rattles around when you shake the chest.

18

a set of especially high quality tools suitable to your Profession or Avocation.

19

a small carriage, such as a chaise, cabriolet or gig, with two horses.

20

Inheritances for Lower Class Characters

Though you are from a poor family, you have nonetheless inherited…

d20

an old horse.

1

a cryptic treasure map. Supposedly all previous attempts to find the treasure have ended in tragically.

2

a small piece of jewelry with a clue to your true identity.

3

your mother’s wedding ring.

4

a set of loaded ivory dice.

5

a pack of fortune-telling cards.

6

a spyglass.

7

a pistol, in fair working condition.

8

an old military musket.

9

a dagger, with a blade grooved to hold poison paste.

10

a skull that supposedly brings good luck.

11

a one-horse wagon, and an old mare.

12

a donkey or pig, said to be unusually intelligent.

13

a military sword.

14

a gold ring, given to your mother by your real father – before his aristocratic family made him send her away.

15

a military uniform, with just a single bullet hole.

16

a small cottage in the country.

17

a piece of scrimshaw.

18

a single plate or pot of Chinese porcelain, with only a slight crack in it. Supposedly, you have relative who has has been to the temple depicted on the piece.

19

a mask and/or costume from a strange festival held in your parent’s home village.

20

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