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Recruiting: DT's Sword and Sorcery Campaign (BECMI/Wilderlands)

Queenie

Queen of Everything
Eh hemm. No, she can wear that dress. In private. For Rovan. :angel:
:eyebrow waggle:

[for lola] aye mppit, iz be best warnin ye, don be a wearin that down at the docks, les ye and the captn bein thar together. [/for lola]
Do girls regularly show up mostly naked at the docks?

That was a lot of fun. You handled the unexpected party split very well, and nothing says "sword and sorcery" like a cult sacrificing a mai... well, a woman. ;)
:p Some value "Experience" you know, lol

I'm going to be going on a vacation from March 7-13th, so while I'll post Friday, I'll then be offline for a week. Please NPC Hilmdyn during that time. Might be a good opportunity to focus on other characters (perhaps Edvan or Quinn).
Have fun!
 

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Deuce Traveler

Adventurer
Thanks for the support, folks. I am looking at focusing on Edvan next. :) I need to think about how to frame the next chapter, so it might be until Sunday before we start the next one again. Feel free to have dialogue, though. I promise not to get Hilmdyn killed when I NPC him. ;)
 



Deuce Traveler

Adventurer
Edvan would look great in a frame.

I find that short events are better for PbP. It would be hard trying to keep focused during a large dungeon crawl (WLD, anyone?).

Fenris, do you need the list of BECMI first level magic spells so you can choose another? I can dig out my book if so.
 

Fenris

Adventurer
Fenris, do you need the list of BECMI first level magic spells so you can choose another? I can dig out my book if so.

Yes please.

And I second the motion that you have captured the essence of dark, gritty sword and sorcery well. The cult, the sacrifice, the weird sorcerer. As well as the rapid fortunes gained and squandered. It's going great though and yes the short format helps.
 

Deuce Traveler

Adventurer
Thanks Fenris!

1st level Magic-User Spells
[sblock]
FIRST LEVEL MAGIC-USER SPELLS
1. Charm Person
2. Detect Magic
3. Floating Disc
4. Hold Portal
5. Light
6. Magic Missile
7. Protection from Evil
8. Read Languages
9. Read Magic
10. Shield
11. Sleep
12. Ventriloquism

Charm Person
Range: 120’
Duration: See below
Effect: One living “person” (see below)
This spell will only affect humans, demihumans,
and certain other creatures.
The victim is allowed a Saving Throw vs.
Spells. If the Saving Throw is successful,
the spell has no effect. If it is failed, the
victim will believe that the magic-user is
its “best friend,” and will try to defend
the magic-user against any threat,
whether real or imagined. The victim is
“Charmed.”

As a general rule, the “persons” affected
by this spell are all creatures
which look similar to humans in various
ways. It will not affect animals, magical
creatures (such as living statues), or
human-like creatures larger than ogres.
You will learn, through trial and error,
which monsters can be charmed.
If the magic-user can speak a language
that the Charmed victim understands,
the magic-user may give orders
to the victim. These orders should
sound like suggestions, as if ‘)ut between
friends.” These orders will usually
be obeyed, but orders that are contrary
to the victim’s nature (alignment and
habits) may be resisted. A victim will
refuse to obey if ordered to kill itself.
A Charm may last for months. The
victim may make another Saving Throw
every day, week, or month, depending
on its Intelligence. If you are Charmed,
your DM will tell you when to make the
new Saving Throw.

The Charm is automatically broken if
the magic-user attacks the victim,
whether by spell or by weapon. The
victim will fight normally if attacked by
the magic-user’s allies.

Detect Magic
Range: 0
Duration: 2 turns
Effect: Everything within 60’
When this spell is cast, the magic-user
will see all magical objects, creatures,
and places within range glow. This effect
will not last very long, and should be
saved until the magic-user wants to see if
something found during an adventure
is, in fact, magical. Example: Shortly
after casting this spell, a magic-user
walks into a room containing a door
locked by magic, a magical potion laying
nearby, and a treasure chest containing a
magic wand. All the magic will glow, but
only the door and potion will be seen;
the light of the glowing wand is hidden
by the treasure chest.

Floating Disc
Range: 0
Duration: 6 turns
Effect: Disc remains within 6’
This spell creates an invisible magical
horizontal platform about the size and
shape of a small round shield. It can
carry up to 5000 cn (500 pounds). It
cannot be created in a place occupied by
a creature or object. The floating disc is
created at the height of the magic-user’s
waist, and will always remain at that
height. It will automatically follow the
magic-user, remaining within 6’ at all
times. It can never be used as a weapon,
because it has no solid existence and
moves slowly. When the duration ends,
the floating disc will disappear, suddenly
dropping anything upon it.

Hold Portal
Range: 10’
Duration: 2-12 (2d6) turns
Effect: One door, gate, or similar portal

This spell will magically hold shut any
“portal” - for example, a door or gate.
A Knock spell will open the Hold Portal.
Any creature 3 or more hit dice
greater than the caster (including characters)
may break open a held portal in
one round’s time, but the portal will
relock if allowed to close within the
duration of the spell.

Light
Range: 120’
Duration: 6 turns + 1 turn per Level of
the magic-user
Effect: Volume of 30’ diameter
This spell creates a large ball of light, as
if a bright torch were lit. If the spell is
cast on an object (such as a coin), the
light will move with the object. If cast at
a creature’s eyes, the creature must
make a Saving Throw. If the Saving
Throw is failed, the victim will be
blinded by the light until the duration
ends. A blinded creature may not attack.
If the Saving Throw is successful, the
Light appears in the air behind the
intended victim.

Magic Missile
Range: 150’
Duration: 1 round
Effect: Creates 1 or more arrows
A Magic Missile is a glowing arrow,
created and shot by magic, which inflicts
2-7 (ld6+ 1) points of damage to any
creature it strikes. After the spell is cast,
the arrow appears next to the magicuser
and hovers there until the magicuser
causes it to shoot. When shot, it will
automatically hit any visible target. It will
move with the magic-user until shot or
until the duration ends. The Magic Missile
actually has no solid form, and
cannot be touched. A Magic Missile
never misses its target and the target is
not allowed a Saving Throw.

For every 5 levels of experience of the
caster, two more missiles are created by
the same spell. Thus a 6th Level Magicuser
may create three missiles. The missiles
may be shot at different targets.

Protection from Evil
Range: 0
Duration: 6 turns
Effect: The magic-user only
This spell creates an invisible magical
barrier all around the magic-user’s body
(less than an inch away). All attacks
against the magic-user are penalized by
- 1 to their Hit rolls, and the magic-user
gains a + 1 bonus to all Saving Throws,
while the spell lasts.

In addition, “enchanted” creatures
cannot even touch the magic-user! If a
magic weapon is needed to hit a creature,
that creature is called “enchanted.”

However, a creature that can be hit by a
silver weapon - a lycanthrope (werecreature),
for example - is not an “enchanted”
creature. The barrier thus
completely prevents all from attacks
from those creatures unless they use
missile weapons.

This spell will not affect a Magic Missile
spell. If the Magic-user attacks anything
during the spell’s duration, the
effect changes slightly. “Enchanted”
creatures are then able to touch the
magic-user, but the Hit roll and Saving
Throw adjustments still apply until the
spell duration ends.

Read Languages
Range: 0
Duration: 2 turns
Effect: The magic-user only
This spell will allow the magic-user to
read, not speak, any unknown languages
or codes, including treasure maps, secret
symbols, and so forth, until the duration
ends.

Read Magic
Range: 0
Duration: 1 turn
Effect: The magic-user only
This spell will allow the magic-user to
read, not speak, any magical words or
runes, such as those found on magic
scrolls and other items. Unfamiliar
magic writings cannot be understood
without using this spell. However, once a
magic-user reads a scroll or runes with
this spell, that magic can be read or
spoken later (without) using a spell. All
spell books are written in magical words,
and only their owners may read them
without using this spell.

Shield
Range: 0
Duration: 2 turns
Effect: The magic-user only
This spell creates a magical barrier all
around the magic-user (less than an inch
away). It moves with the magic-user.
While the duration lasts, the magic-user
becomes Armor Class 2 against missiles,
and AC 4 against all other attacks.

If a Magic.Missile is shot at a magicuser
protected by this spell, the magicuser
may make a Saving Throw VS.
Spells (one Saving Throw per missile). If
successful, the Magic Missile will have
no effect.

Sleep
Range: 240‘
Duration: 4-16 (4d4) turns
Effect: 2-16 Hit Dice of living creatures
within a 40’ square area
This spell will put creatures to sleep for
up to 16 turns. It will only affect creatures
with 4 + 1 Hit Dice or less - generally,
small or man-sized creatures. All the
creatures to be affected must be within a
40’ x 40’ area. The spell will not work
against Undead or very large creatures,
such as dragons. Any sleeping creature
can be awakened by force (such as a slap
or kick). A sleeping creature may be
killed with a single blow of any edged
weapon, regardless of its hit points.
Your Dungeon Master will roll to find
the total Hit Dice of monsters affected,
using 2d8. The victims get no Saving
Throw.

Ventriloquism
Range: 60’
Duration: 2 turns
Effect: One item or location
This spell will allow the magic-user to
make the sound of his or her voice to
come from somewhere else, such as a
statue, animal, dark corner, and so forth.
[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
what is WLD? weapons of light deatruction (vs paper airplanes being a weapon of math distraction)
 


Deuce Traveler

Adventurer
What Fenris said.

GlassEye, would you mind if I create an NPC that finds Edvan in the city and is from Edvan's hometown? I was thinking of someone who left to go to the city years back with his sister when they were poor, but he made his fortune somehow...
 

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