Showing posts with label wizards. Show all posts
Showing posts with label wizards. Show all posts

2024/09/11

OSR: High-Level Ilusionist Spell Rewrites

In the previous post, I covered low-level Illusionist spells for the Treausure Overhaul. Higher-level spells present their own design challenges. They need to feel more impact than lower-level spells, but won't be cast anywhere near as often.

Sadly for the Illusionist, many canonical high-level spells are upgraded versions of low-level spells, or effects that could be replicated with lower-level spells. Phantasmal force devours the illusion design space. I've tried to condense or combine spells wherever possible.

Minor creation and major creation were moved to ritual spells, joining rope trick and magic mirror and other spells with longer casting times or complex requirements.

Oriana Menendez

1d12 Level 4 Level 5 Level 6 Level 7
1 Boxed Teleport Confusion, Mass Acid Fog• Astral Spell
2 Confusion Shadow Monster II Eerie Terrain Drama
3 Dispel Exhaustion Maze* Geas* Mirage
4 Dispel Magic Project Image Impersonate Invisibility, Mass
5 Emotion Shadow Magic Phantasmal Feast Permanent Illusion
6 Hypnotic Pattern, Improved Shadow Door Pseudocide Prismatic Spray
7 Invisibility, Improved Phantasmal Force, Perfected Repeat Spell Prismatic Wall
8 Massmorph Hypnotism, Mass Shade Shadow Walk
9 Modify Memory Accelerate Time* Shadow Monster III Sunbeam
10 Phantasmal Killer Visitation True Seeing* Time Stop
11 Shadow Monster I Seeming

12 Solid Fog Insubstantiate

Lena Richards

Level 4

1. Boxed Teleport
Illusionist 4
R: 0 T: self D: 0
This spell can only be cast if the caster is alone inside a confined space smaller than a 10’ cube (e.g. a chest, closet, or coffin). The caster teleports to another well-known and clearly visualized confined space smaller than a 10’ cube within [caster level] miles. If the targeted space is occupied or open, the spell fails.

If the caster is willing to drag around a chest, they can pop back to camp or drop off valuables and return for the cost of two level 4 spell slots. Does the stomach of a purple worm count as a confined space?

2. Confusion
Druid 7, Illusionist 4, Magic-User 4   
R: 120’ T: creatures D: [caster level] rounds
Targeted creatures are befuddled. The number of potential targets varies with a creature’s HD.
•0-2 HD: up to 12 creatures
•3 HD: up to 4 creatures
•4 HD: up to 2 creatures
•5+ HD: 1 creature
Roll for each affected creature at the start of their turn. 1d6: 1. Attacks caster’s group, 2. Moves away from caster’s group, 3-4. No action, 5. Moves away from target’s group, 6. Attacks target’s group. Creatures of 3 HD or more may Save each round to act normally.

One of those spells with a lot of rolling and math, but it's a classic, and it's a very powerful effect if the caster gets a few lucky rolls or targets a leader. It's another spell that synergizes with other illusion spells to confuse even creatures that pass their Save.

3. Dispel Exhaustion
Illusionist 4
R: 10’ T: creature D: [caster level]x30 minutes
Up to 4 creatures gain temporary HP equal to half their maximum HP. Once every 10 minutes, creatures may move at 2x normal speed for 1 round. Creatures feel revitalized, restored, and healthy, but exhaustion returns when the spell ends. 

A fairly powerful buff, but temporary HP is not real HP, and it's not "survive Save or Die effects" either. HP loss is very rarely why PCs die. Buffing tanky summoned creature is a great use for this spell.  

4. Dispel Magic
Cleric 3, Druid 4, Illusionist 4, Magic-User 3   
R: 120’ T: creature, object, or magical effect D: 0
Any spells affecting the target, or any magical effect, ends. Spells of lower-level casters are automatically end. Spells of higher-level casters have a 5% chance per level of difference of not ending. Most magic items are not disenchanted by this spell, though any spells affecting them are dispelled normally. Potions and very minor magic items are disenchanted.

A standard tool. Every caster gets access to it because there's plenty of magic nonsense in D&D.

5. Emotion
Illusionist 4
R: 120’ T: area D: [caster level] rounds
In an area 30’ in diameter, the caster adjusts the emotions of creatures for the duration. Hostile creatures may Save to negate. Options could include:
•Fear. Save with a -2 penalty or flee.
•Hate. +2 to attack rolls, damage, and Morale.
•Despair. Save each round to take any actions.
•Rage. +3 to attack rolls and damage. Fearless, but must attack the nearest enemy.
•Admiration. Reroll reaction rolls and choose the more favourable result.
•Bafflement. Spellcasting and complex intellectual activity is impossible.

Creatures that do not know the caster is present aren't technically hostile. Surprise! It's nameless dread! Another spell that buffs summoned creatures (and hirelings, if you don't mind losing a few).

6. Hypnotic Pattern, Improved
Illusionist 4
R: 30’ T: point D: concentration+1d4 rounds
Swirling colours and shapes fill a 15’ radius around the chosen point. The caster may move the point up to 30’ per round, anywhere within line of sight. Creatures in the area that can see the pattern must Save or be hypnotized. Up to 24 total HD of creatures can be hypnotized. Affected creatures will stand and watch the pattern, or move towards its new location, even if this would put them in danger. The effect ends for a creature if it is harmed. The caster may not move while concentrating.

In the original spell, creatures get a Save to notice being lead into danger (off a cliff, into a pit trap, etc.) but that's three Saves for one effect (Save at the start, Save to notice danger, Save when taking damage), and that seemed excessive. Spells should reward cunning play. If the Illusionist wants to use environmental hazards to get rid of 24 HD of creatures, then they should be encouraged to do so.

7. Invisibility, Improved
Illusionist 4   
R: touch T: creature D: 1 hour
As invisibility, 10’ radius, but the effect does not end for a creature when it takes a hostile action. Instead, the creature becomes visible until the start of their next turn. 

This is a very powerful invisibility effect. It's up there with phantasmal force as an Illusionist go-to spell. Flickering in and out of invisibility for an hour, and possibly bring a few other creatures along, is very useful for getting into and out of trouble.

8. Massmorph
Illusionist 4   
R: 240’ T: area D: 24 hours
Any number of willing people in a 120’ diameter area take on illusory appearances. The effect ends for a target if it takes a hostile action, takes damage, or moves out of range of the caster. The illusion can take the form of:
•Trees. A copse, an orchard, a glade.
•Other humanoid creatures. Unconvincing up close.
•Identical copies of the caster.
The same choice must be made for all targets.

Massmorph is an OD&D wargame-style spell that, oddly, wasn't ported to Chainmail. I've updated it to add other options. I am Spartacus.

9. Modify Memory
Illusionist 4, Magic-User 5   
R: 30’ T: creature D: 0
The caster adjusts one of the target’s memories. The event must have occurred within the last 24 hours and lasted no more than 10 minutes. The caster can erase the memory, alter details, overwrite it with another event, or allow perfect recall. An unwilling creature may Save to negate. Hostile creatures Save with a bonus equal to their HD. The target must be able to hear and understand the caster. 

The grammar in this spell is a little awkward, but it's not an effect that English grammar is designed to handle.

10. Phantasmal Killer
Illusionist 4
R: 60’ T: creature D: concentration, up to 6 rounds
Target creature must Save or perceive an approaching terrifying creature. Only the caster and the target can see it. The Phantasmal Killer attacks as a HD 4 creature. On a hit, the target must Save or die of fright. Because it exists only in the target’s mind, it is intangible, can fly, cannot be targeted, and is immune to all damage. The caster does not need to maintain line of sight to the target or the Phantasmal Killer while concentrating.

You might think this is less powerful than a straight-up save or die effect, but the point of a phantasmal killer is to force the target to inconvenient and unwise things. Casting fireball at a creature that doesn't really exist, for example, or surrendering, or causing mass panic among allies. It's an upgraded spook.

11. Shadow Monster I
Illusionist 4
R: 40’ T: point D: [caster level]+3 rounds
Summon up to [caster level] HD of Shadow Monsters. They resemble real creatures chosen by the caster, but are made of solid shadow. All creatures must be of the same type. They are under the caster’s control, have 1d2 HP per HD instead of 1d8, deal ½ damage,  and cannot cast spells or use supernatural abilities. Sapient creatures may Save to see their true form. Shadow Monsters deal non-lethal damage to creatures that pass the Save. 

Shadow monsters is a complex spell in AD&D that requires some on-the-fly percentile math. I've simplified it considerably. Compared to the Druid and Magic-User's summon monster, it creates a larger number of weaker creatures. The caster does get to choose the type, which can be very useful in factional dungeon warfare, or if the caster knows what their enemies fear. I vaguely remember using illusionary tigers to great effect at some point, but I can't remember why. I've split it into 3 spells, to match the summon monster levels.

12. Solid Fog
Illusionist 4
R: 60’ T: point D: 10 minutes
Creates a 10’ cube of opaque fog per [caster level]. The fog is as thick as cotton wool and heavier than air. Creatures in the fog move at 1/10th normal speed and cannot make melee attacks. Strong wind does not affect the fog.

I like the description "as thick as cotton wool." It should let GMs adjudicate the spell in an intuitive way.

João Bragato

Level 5

1. Accelerate Time*
Illusionist 5   
R: 60’ T: point D: [caster level] hours
Time seems to flow 6x as quickly for creatures and timepieces in a 10’ radius around target point. 10 minutes feels like 1 hour; 4 hours feels like 1 day. This may accelerate rest, fatigue from strenuous activity, natural healing, poisons, diseases, and spell recovery. Creatures do not gain extra actions or move more quickly. Spell durations are not affected. Casting this spell more than once in a week causes the permanent loss of 1 Constitution.

Reversed: Time seems to flow 6x as slowly instead.

Adding "and timepieces" is absolutely unnecessary, but it is thematic. Adding the strenuous activity note makes the spell more interesting. Sure, a 10 minute nap feels like 1 hour, but 10 minutes of chopping firewood feels like 1 hour too, so using this spell constantly, despite its long duration, is probably unwise. I'm torn on the constitution drain penalty. I prefer for spells to be balanced on their own instead of needing a special restriction, but there's no way to give it a sufficiently long duration without risking casters spamming it... or overlapping it.

2. Confusion, Mass
Illusionist 5   
R: 120’ T: area D: [caster level] rounds
In a 30’ diameter area, up to [caster level]x3 HD of creatures are befuddled. Roll for each affected creature at the start of their turn. 1d6: 1. Attacks caster’s group, 2. Moves away from caster’s group, 3-4. No action, 5. Moves away from target’s group, 6. Attacks target’s group. Spellcasters may Save each round to act normally.

A better confusion spell, but that's how the Illusionist rolls.

3. Hypnotism, Mass
Illusionist 5
R: 50’ T: creature D: [caster level]+3 rounds
The caster speaks a short, simple, and reasonable command to [caster level] creatures within range. The creatures must Save or obey. Targets must be able to hear and understand the caster. The command must be a plausible course of action.  

It was a toss-up between including this or a multi-target long-duration suggestion. In the end, a shorter command with more targets felt more sensible. There's less for the GM to track.

4. Insubstantiate
Illusionist 5
R: 60’ T: creature or object D: [caster level] rounds
Target creature of [caster level] HD or below, or target object that fits inside [caster level] 1’ cubes, phases out of reality. It cannot affect the world or be affected by it. It moves at ½ normal speed and can pass through solid obstacles with effort. The target is shimmering and translucent.

A versatile spell. Get rid of doors, prevent someone from grabbing a vital object, temporarily exile a monster, etc. Yes, it has all the problems of wraithform and gaseous form, but it's a high-level spell slot.

5. Maze*
Cleric 6, Illusionist 5, Magic-User 8   
R: 60’ T: creature D: varies
Target creature is transported to an extradimensional maze. The maze is not harmful, but the caster may specify aesthetic touches or implied threats. The target is is trapped for:
•Int. 3-8 (below average): 1d6 hours
•Int. 9-12 (average): 1d6x10 minutes
•Int. 13-18 (above average): 3d6 rounds
When the spell ends, the target reappears in the nearest empty space to their last position.

Reversed: Target creature learns the most direct path to the exit of a building, dungeon, maze, labyrinth, catacomb, cavern, or other mappable structure. The path may reveal secret doors, but will not solve puzzles or reveal traps, provided a valid path exists through them. It will try to avoid locked doors if possible.

While the reversed maze might be a headache for GMs, I think it's useful to give players a plausible way of escaping a dungeon.

6. Phantasmal Force, Perfected
Illusionist 5   
R: 240’ T: point D: 10 minutes / permanent
As phantasmal force, but the illusion is smaller than a 120’ cube, may create noises, odours, mild temperature adjustments, and has realistic texture. Saves to see through the illusion have a -4 penalty. When cast, instead of creating an illusion with a 10 minute duration immediately, the caster may set conditions which will trigger the spell. The conditions can be as complex as desired, but must occur within 30’ of the point, and must rely on external appearances or visible actions.

I mashed together a few similar spells to create this one.

7. Project Image
Illusionist 5, Magic-User 6   
R: 120’ T: point D: [caster level] rounds
A perfect intangible image of the caster appears at the designated point. The image moves, speaks, and acts identically to the caster. The caster may see, hear, and cast spells through the image as if they were present at the image’s location.

The fact that the image duplicates the caster's movements makes this spell tricky to use for schemes, but it's still fairly useful. The free range and scouting is nice.

8. Seeming
Illusionist 5   
R: 30’ T: creature D: [caster level]x2 +2d6 rounds
The target takes on the appearance of another person or creature of approximately the same size. The caster may create a perfect visual copy of a well-known creature or a general type of creature. For every 2 [caster levels] past the first, the caster may target another creature. Illusionary equipment is also provided, but vanishes if dropped. The illusion ends for a creature if it takes damage.

An upgraded disguise spell. I might rename this to "diguise, mass" to make cross-referencing spells quicker.

9. Shadow Door
Illusionist 5
R: touch T: object D: [caster level] rounds
The caster creates an illusory door on a solid surface and appears to step through it. In fact, the caster becomes invisible (as the invisibility spell, pg. ###) and moves at 2x normal speed for the spell’s duration. The door appears to connect to a dark tunnel or a 10’ cubic room. If another creature tries to follow the caster through the door, it takes 2d6 force damage and is knocked prone. 

Cartoon shenanigans, or a bit of stage magic. 

10. Shadow Magic
Illusionist 5
R: varies T: varies D: 0
The caster casts an umbral copy of a spell chosen from the list below:
Cone of cold (pg. ###)
Fireball (pg. ###)
Lightning bolt (pg. ###)
Magic missile (pg. ###)
Others similar spells be allowed at the GM’s discretion. Intelligent creatures may Save, in addition to any Saves prompted by the spell. If a creature passes, the spell deals a maximum of [caster level] damage to them. 

You can be a Magic-User too, Illusionist! Look at all that flexibility. Don't be sad. They're almost as good as brand-name spells at half the price.

11. Shadow Monster II
Illusionist 5
R: 50’ T: point D: [caster level]+4 rounds
As shadow monster I,  but the creatures have 1d4 HP per HD and deal full damage.

Look, numbered summon spells are rarely going to blow your socks off.

12. Visitation
Illusionist 5
R: unlimited T: person D: 0
A ghostly figure appears before target person known to the caster. The figure takes the form of a person from the target’s past. It conveys a message of up to 25 words, plus thematic gothic intonations and warnings. The target does not need to respond, and may Save to detect the false nature of the visitation.

The 25-word limit is standard for messaging spells, as it forces players to really think about their words. This spell gives the GM license to ad-lib. The message "Revenge your father's murder" or "You shall be king of Scotland" get suitable punch-ups in Shakespeare.

Tom Kidd

Level 6

1. Acid Fog•
Illusionist 6
R: 120’ T: point D: [caster level] + 1d4 rounds
Creates 2x 10’ cubes of opaque fog per [caster level]. The fog is as thick as cotton wool and heavier than air. Creatures in the fog move at 1/10th normal speed, cannot make melee attacks, and take 1d6 acid damage per round. It erodes non-magical objects and kills vegetation. Strong wind does not affect the fog.

A short-duration wall, but with a nasty effect, especially if people were expecting regular fog. I remember a player cast this in a library once. Not a good plan. Banned forever.

2. Eerie Terrain
Illusionist 6
R: 120’ T: area D: permanent
Affects [caster level]x2 10’ squares. The caster cloaks the area in an illusion. While the underlying structure of the area remains the same, the illusion adds menacing shadows, dust, cobwebs, unearthly winds, and other minor effects. Creatures must Save when they enter the area for the first time or move through it at ½ speed. Creatures unaware that the area is cloaked in an illusion automatically fail Saves against fear. 

The first truly permanent illusion effect on the list. It's similar to the canonical spell vacancy, but with different effects. While I'm not normally a fan of permanent spells, this seems very Illusionist. Turn any house into a haunted house. Turn a haunted house into a properly nightmarish zone.

3. Geas*
Cleric 5, Illusionist 6, Magic-User 6
R: touch T: creature D: permanent
Target intelligent creature that can understand the caster must Save or carry out a quest of the caster’s choice. The quest cannot lead to certain death, but moderate peril is acceptable. Failure to obey causes the creature to sicken and die over 1d4 weeks. The quest must be relatively simple and thematic.

Reversed: Remove a geas and learn who cast it.

The canonical illusionist equivalent is dream quest, but that's just geas with extra steps. Sauce for the geas is sauce for the gander. Heh heh heh.

4. Impersonate
Illusionist 6   
R: touch T: creature D: [caster level]x10 minutes
The target takes on the appearance of another person or creature of approximately the same size. Voice, mannerisms, odour, and gait are copied. The target can speak and understand any languages known by the impersonated creature, but gains no additional knowledge. Illusionary equipment is also provided, but vanishes when the spell ends. The illusion ends if the target takes more than 5 damage. This spell requires but does not consume an item or bodily sample (hair, blood, etc.) of the target.

The damage buffer is very handy. Clever people might know that illusions pop when dealt damage and test it with a bit of mild stabbing.

5. Phantasmal Feast
Illusionist 6   
R: 60’ T: point D: [caster level] hours
An elaborate illusionary feast appears. It appears to feed [caster level]x2 people. The caster may specify individual dishes, but the spell defaults to meals appetizing to people within 60’. Illusionary serving dishes and tablewear is also created. The food looks, smells, and tastes real, but provides no nutrition. The caster learns the true name of any person that eats the food. For the spell’s duration, any creature that eats the food automatically fails Saves against illusions created by the caster, and has a -4 penalty to all other Saves. Additionally, the caster may cause any number of creatures of 2 HD or below that eat the food to fall asleep (as the sleep spell, pg. ###).

Do not eat the goblin fruits. Or do. I'm not in charge of your life. I just write these spells. Anyway, this is a properly fey effect. This could conceivably be a ritual spell with a long casting time, like create food and drink, but what self-respecting Illusionist wouldn't summon a meal from thin air with a flick of the wrist?

6. Pseudocide
Illusionist 6, Magic-User 6   
R: 0 T: self D: 0
May cast this spell as a reaction. The caster teleports up to 50’ in any direction and turns invisible for 2d6 rounds or until they take a hostile action. A dead fleshy duplicate is left behind, clad in facsimiles of the caster’s clothes and items, when the caster teleports. The duplicate will not pass close inspection.

This spell lets the caster effectively negate one incoming attack (if they react to the attack itself and not to being dealt damage.. It's a better fit for the MU spell list, where duplication effects are less common, but it's such a fun concept that I felt I had to give it to the Illusionist too. I think the name is tied with insubstantiate for "made-up words that succinctly describe a spell."

7. Repeat Spell
Illusionist 6, Magic-User 6   
R: 0 T: self D: 0
The caster may immediately cast a lower level spell that they previously cast within 24 hours, as though they had prepared that spell instead of repeat spell. All costs, targeting restrictions, etc. still apply.  

Another infrastructure spell. It's not exciting, but it adds flexibility to high-level casters. This spell nearly breaks my "would be good as a wand or scroll" rule for the Treasure Overhaul spell lists, but it's a powerful caster-boosting item.

8. Shade
Illusionist 6
R: 0 T: self D: [caster level] rounds
The caster vanishes and is replaced by 2 illusory duplicates. The duplicates may immediately take their turns. They are destroyed if they take any damage and cannot cast spells or use magical or consumable items. They can move, speak, open doors, pick up items, and make melee attacks with mundane weapons. When the spell ends, both duplicates vanish, and the caster returns, occupying the space formerly occupied by a duplicate. If a duplicate is destroyed before the spell ends, the caster immediately returns, occupying the space of the other duplicate. If both duplicates are destroyed simultaneously, the caster may choose which space to occupy.

While I'll take credit for this spell as written, it's not an original idea by any means. It's in all sorts of RPGs, video games, etc. I think this implementation is fairly elegant. It's a mirror version of project image. I once wrote and used a version of this spell that created 2d6 copies instead of 2, but it ended up being far too chaotic.

9. Shadow Monster III
Illusionist 6
R: 50’ T: point D: [caster level]+4 rounds
As shadow monster I, but the creatures have 1d8 HP per HD, deal full damage, and have illusory copies of supernatural abilities. These abilities cannot deal damage or create permanent effects (see phantasmal force, pg. ###). The GM may wish to track “damage” from the abilities against a creature’s HP, but actual HP is not reduced. A creature “disintegrated”, “teleported”, or “turned to stone” by a Shadow Monster is merely paralyzed for 1 minute.

Hooray for incremental upgrades! In the standard version, the supernatural abilities are provided at the lowl-level version, but that requires a lot of GM rulings and partially replaces phantasmal force. The Illusionist can probably min-max the summoned creatures, but they're still only illusions. Wishes granted by exclusionary Djinn are not real. Is flight granted by an illusionary Pegasus real, or does a character just believe they're flying very slowly at ground level? 

10. True Seeing*
Cleric 5, Illusionist 6, Magic-User 6   
R: 0 T: self D: [caster level] rounds
The caster sees through illusions, sees invisible and ethereal creatures, and sees the true form of shapeshifters, transformed, or enchanted creatures.

Reversed: Touched living creature must Save or see the attributes of other creatures as their opposite (beauty as ugliness, deadly intent as good cheer, etc.) for [caster level] rounds.

I keep flip-flopping between "True Seeing" and "True Sight." The reversed version is amusing but very situational. It could be very useful if the GM rules that a dragon sees a thief as a supplicant.

Level 7

1. Astral Spell
Cleric 7, Illusionist 7, Magic-User 9   
R: 0 T: self D: [caster level] hours
The caster projects their mind into the astral plane (or local equivalent). Their body remains behind in a state of suspended animation. There is a 50% chance that this spell ends if the body is damaged. While projecting, the caster is effectively an intangible, invisible, flying duplicate. The caster may cast spells from the projection, but for each spell cast, there is a cumulative 5% chance that this spell ends and the caster returns to their body. The projection moves at 100 miles per hour or 1,000 feet per round.

Another condensed classic. I've never found this spell particularly compelling. I may clarify that the projected form can still be targeted (if someone can spot it), and that it isn't immune to magic damage. Projecting into your archenemy's lair is unwise. Projecting near PCs that can see invisible creatures and are willing to take hostages is also unwise.

2. Drama
Illusionist 7
R: 240’ radius T: area D: concentration+2d6 rounds
The caster twists the nature of reality, turning the world into a stage. Creatures, projectiles, and effects cannot cross the spell’s radius in either direction.
Within the spell’s area:
•All damage becomes non-lethal damage.
•If a creature would die, it is instead rendered unconscious until the effect ends.
•Fire becomes red paper, acid green water, etc.
•Intelligent creatures must Save or explain their motives before taking any action.
•Speech becomes overwrought, poetical, emotional, rhetorical, fanciful, or satirical.
•All creatures believe that they are in a play, or some other unreal and harmless activity before an imagined audience.
Additionally, the caster creates a beam of light that illuminates a point within range. It cast light as a torch. The caster can move the beam to any point within range each round.

I think this is a fairly interesting capstone ability for the Illusionist. If you're going to pretend to pretend to cast spells, then a high-level spell should be even more meta. The duration is the only thing I'm struggling with. Minutes makes it from a scene into full play but completely dominates an encounter.
"You die a thousand casual deaths - with none of that intensity which squeezes out life... and no blood runs cold anywhere. Because even as you die you know that you will come back in a different hat. But no one gets up after death - there is no applause - there is only silence and some second-hand clothes, and that's death." - Rosencrantz and Guildenstern are Dead.

3. Invisibility, Mass
Illusionist 7, Magic-User 7   
R: touch T: creature D: 1 hour
Target creature, and all creatures within 50’ when the spell is cast, are invisible. The area moves with the targeted creature. The effect ends for a creature in the area if the creature takes a hostile action or leaves the area. It ends for all creatures if the targeted creature takes a hostile action. Clothing and carried items are also invisible.

Another improved version of a lower-level spell.

4. Mirage
Illusionist 7
R: line of sight T: point D: varies
Must be cast out of doors. An illusionary scene appears on the horizon. The caster may create a distant city, the dust of an approaching army, a refreshing lake, or any other vista imaginable. Creatures within 6 miles when the spell is cast can see the mirage, but it always appears to be just out of reach for the spell’s duration, though creatures must Save to notice its shifting location. The effect lasts until the caster dies or casts this spell again.

Not a powerful spell by any means, but the ability to delude a whole region could be useful. Are you racing a rival party for the Lost Temple of Filboid Studge? Good luck finding it with this spell active.

5. Permanent Illusion
Illusionist 7   
R: 240’ T: point D: permanent
As phantasmal force, but permanent. The illusion is sill destroyed if it is dealt damage.

Another permanent spell. Bear in mind that this is the starter version of phantasmal force, the glassy, silent, and unconvincing one. Still, permanent glassware, servants, or treasure could be useful.

6. Prismatic Spray
Illusionist 7
R: 70’ cone T: area D: 0
Multicoloured rays fire from the caster’s outstretched hand. Roll for each creature in the area. 1d10:
1. Red. 3d6 fire damage, Save or set on fire.
2. Orange. 3d6 bludgeoning damage, Save or prone.
3. Yellow. 3d6 lightning damage, Save or deafened.
4. Green. 3d6 acid damage, plus 1d4 on subsequent rounds or until washed.
5. Blue. 3d6 cold damage, Save or be frozen in place in a block of ice.
6. Indigo. Save against poison or die.
7. Violet. Teleported 1d10’x10’ horizontally in a random direction and stunned for 1d6 rounds.
8. Unlight. Disappear for 1d6 rounds. If a summoned creature, Save or be banished.
9. Struck twice. Roll 2 d8s.
10. Struck thrice. Roll 3 d8s.   

I modified this spell significantly. Yes, the old "save or paralyzed" "save or go insane" and "save or be turned to stone" are all nicely categorized by saving throw, but they're not particularly interesting in play. "Go insane" is such a difficult effect to adjudicate (let alone adjudicate tastefully) that I think it's fine to omit. Being trapped in a block of ice is more fun than being turned to stone, and fits the elemental theme. With chromatic orb, the Illusionist already has reliable save or die effect (as the comments pointed out in the last post), so this spell should do something different.

The area of prismatic spray also varies considerably between editions. I could make it a 70' line 10' wide to keep it closer to AD&D's version, but a wide cone, for a max-level spell slot, feels fair to me. It's a spray. Friend and foe alike should beware.

7. Prismatic Wall
Illusionist 7
R: 70 T: area D: concentration + [caster level] rounds
Creates a glowing wall of light, summoning a 10x10’x1’ thick panel per [caster level]. The caster can mould the wall into any shape. The wall does not need to be vertical or attached to a solid surface, but it cannot intersect creatures or objects. It is not solid. It casts light as a torch and is immune to damage. Creatures that attempt cross the wall, or end their turn adjacent to it, are struck by the prismatic ray spell.

It's a wall that isn't a wall, but it's also a wall you really don't want to be near. The caster can use it to create a protective dome, but the effect applies to all creatures, not just hostile ones. The projectile-blocking effects of a prismatic sphere (not included in this spell list) aren't included. Prismatic sphere always felt like a spell that was written without at-table resolution in mind. Too much AD&D rock-paper-scissors design. 

8. Shadow Walk
Illusionist 7
R: 10’ T: area D: 0
This spell can only be cast in deep shadow. The caster and up to [caster level] willing creatures teleport to a shadowed location known to the caster, anywhere. For each creature past the first, there is a cumulative 1% chance the destination is an unknown shadowed area of the GM’s choice. Areas that hold special meaning for the targets (positive or negative) will tend to be selected. 

A caster should have a good long-range multi-target teleportation spell, and this qualifies. I'm not totally pleased with "GM picks" effects, but the percentile roll introduces some tension, and the "shadowed area" prompt might help the GM come up with a good inconvenient location.

9. Sunbeam
Cleric 6, Illusionist 7, Magic-User 6   
R: 60’ cone T: area D: 0 / concentration
Pure sunlight flashes from the caster’s hand. Creatures in the area take 3d6 damage and must Save or be blinded for 1d6 rounds. Undead creatures take 6d6 damage instead. As long as the caster concentrates, their hand casts sunlight as a torch.

Aside from the obvious use as an "Take that, Dracula!" spell, I've also seen players use sunbeam to signal over great distances and lure plant-based creatures to their doom. In terms of pure damage it's less impressive than prismatic spray, but it's much more reliable. It could be replaced if there was a suitable candidate. If you can think of one, leave a comment.

10. Time Stop
Illusionist 7, Magic-User 9
R: 0 T: self D: [caster level] rounds
The world stops. From the caster’s point of view, creatures and enchantments become frozen smoke-shrouded shapes. They cannot affect the caster, or be affected by them, for the spell’s duration. The caster may move and interact with objects normally, but moving any object heaver than a sword requires a Strength test. Spellcasting is not possible.

This spell is here for two reasons. First, I'm pleased with it. It's hard to write a time stop spell that works the way people expect it to work. Second, it fits the theme established with accelerate time. How did that coin get in your pocket? How did the magician know what you'd written on the card? Time stop.

João Bragato

Final Notes

The Illusionist doesn't get access to the top-tier Magic-User game-breaking powers like wish and true polymorph. Instead, they get access to spells that change the nature of encounters, enable ludicrous schemes, and cause chaos. 

The general Illusionist plan is to throw out a few non-concentration spells with multi-round durations, then start a concentration spell to add another layer of madness. Combining spells is crucial. Use hypnotic pattern, improved to lure creatures into a pit concealed with an illusion, or into a prismatic wall. Create distracting shadow monsters, then turn invisible and run. Use eerie terrain to make phantasmal killer or emotion even more deadly.

If you have strong feelings about any of the changes I've made, post in the comments and I'll see what I can do. I changed a few spells from the previous post based on suggestions in the comments. 

2024/05/28

OSR: A Material Component Magic System

Material components are annoying. They're fun in theory but a pain in practice.

Most groups operate on the time-hallowed system of tracking only components with a substantial cost (e.g. the 100gp pearl for identify) or simply deducting their cost from a character's cash. Some GMs keep track of rare components, like vampire dust or basilisk eyelashes, but most don't.

Single-player resource management minigames aren't fun. You can write material gathering encounter tables and eccentric shopkeepers, but it's difficult to make material components interesting for an entire group, unless the entire group is into it. Helping the wizard gather mushrooms and bat fur usually feels like a distraction from the game at best or a monopolization of spotlight time at worst.

But what if material components weren't an addition to a spellcasting system? What if they were the core?
Filipe Pagliuso

Canon Components

In AD&D, the main wellspring of the concept, material components fall into two categories:

1. Sympathetic Magic:
  • Protection from Normal Missiles: piece of tortoise or turtle shell.
  • Summon Shadow: smoky quartz
  • Grease: bit of pork rind or butter
  • Detect Undead: pinch of earth from a grave
  • Wall of Stone: small block of granite
  • Wall of Fire: phosphorous*
2. Gygax's Little Jokes:
  • Wall of Fog: pinch of split, dried peas. => pea soup fog
  • Message: short piece of copper wire, drawn fine => telephone wire
  • Ventriloquism: parchment rolled into a cone. => megaphone
  • Confusion: three nut shells => shell game
  • Passwall: pinch of sesame seeds => open sesame
And of course the ridiculous items and actions required to cast Tasha’s Uncontrollable Hideous Laughter.
*Incidentally, in the real world, phosphorous was discovered in 1669, which is a bit odd for a medieval-ish D&D setting, but so it goes.
Glendower: I can call the spirits from the vasty deep.
Hotspur: Why, so can I, or so can any man;

But will they come, when you do call for them?
- Henry IV, part 1. Act 3, Scene 1

The Blackmoor Magic System

The system used in Arneson's Blackmoor campaign remains shrouded in mystery. There are a few hints in The First Fantasy Campaign, and but not enough to completely reconstruct the system. It was very material-heavy.
In Blackmoor, magic followed the "Formula" pattern for most magic. The reasoning behind limiting the number of spells that a Magic User could take down into the Dungeon was simply that many of the ingredients had to be prepared ahead of time, and of course, once used were then powerless. Special adventures could then be organized by the parties to gain some special ingredients that could only be found in some dangerous place.

Progression reflected the increasing ability of the Magic user to mix spells of greater and greater complexity.
-The First Fantasy Campaign
It's possible that the system defies systematization. If it was a collection of ad-hoc rulings for every effect, writing it down for publication would be impossible.
Sam Carr

Towards An Alternative Casting System

What if, instead of being being a requirement to cast a pre-written spell, material components are the spell? The caster holds two items, fixes their mind on a belief, and convinces the universe to "make the world like this."

Say a Magic-User wants to cast a spell to clean their house. They might grab bristles from a broom and a flake of soap and say "make this house like this." Or they might grab a tin whistle (for "as clean as a whistle") and a square of paper (for "squared away").

If you want to charm a monster, put a bit of sugar on a coin.

The spell has to convince the universe and the GM. The player has to be confident that the items will produce the effect. That's the point of being a wizard.

This is a different approach from otherfreeform magic systems like Whitehack or Maze Rats. There's no table of suggested effects or spells. Instead, the Magic-User's player goes through their imaginary pockets and cobbles together an effect based on poetic logic. It's similar to Nick S. Whelan's magic word system, but with objects instead of abstract concepts.

Material Spellcasting

'Witches just aren't like that,' said Magrat. 'We live in harmony with the great cycles of Nature, and do no harm to anyone, and it's wicked of them to say we don't. We ought to fill their bones with hot lead.'
-
Wyrd Sisters, Terry Pratchett 
This system should drop into old-school games without too much trouble. There's noo need to rewrite the entire game.

Whenever a Magic User would gain a spell slot, they instead gain 1 Magic Point. To cast a spell, the Magic User selects 2 material components and spends 1 Magic Point. The materials are consumed. The caster must hold the materials and speak a few magic words. Magic points are restored each day, just like spell slots.

The player describes the intended effect to the GM, and why the chosen materials will produce the effect.

E.g.
"I want to set all of them on fire. I'm going to use some of the skin of that fire toad we fought last session and some flour."

"I want to transform into a bear. I'm going to use some bear fur and some clay."
GM is free to dispute or refine the effect.
"I want to set all of them on fire. I'm going to use a candle and a bit of string."
    "How exactly will that work? A candle burns pretty steadily. And what does the string do?"

          "I want to lock that door. I'm going to use some sealskin to seal it and some mortar."
             "That feels like it would fuse the door to the frame, not lock it."
           "Fine by me!"

"I want to drive that monster into a frenzied rage. I'm going to use wax and a thorn."
    "Ok... explain?"
"To wax wroth, and to be nettled."
    "Damn it, that's awful but it works."
After casting a spell, the player notes the materials and effect and materials a spellbook, then rolls 1d6. On a 3+, all future casts of the spell cost +1 Magic Point. This is cumulative. (This chance may need to be adjusted after additional testing.)

A Magic-User cannot create an identical effect with different items. Once a Magic-User does something one way, that's how it's done. That's their house-cleaning spell or the fill-bones-with-hot-lead spell.

A Magic-User can share their method and items with another spellcaster. The base chance that the other caster will be able to use the spell is [caster level]+50%. The first time the caster uses a learned spell, it costs 1 MP as normal.

A Magic-User can keep up to 20 materials (different or duplicate) ready for instant use. They can store more materials in a pack or pouch.
(This may need to be adjusted after additional testing, but twenty items seems like a good number without being overwhelming.)

A Magic-User cannot level up until they've cast a total number of unique spells equal to current level's spell slots. This shouldn't be a problem.

Most of the time, a Magic-User cannot invent new spells during downtime or non-adventure situations. Spellcasting requires a heightened emotional state. Use the rules for spell research for downtime testing, especially if the player has a desired effect in mind. The point is to avoid, "I have 3 days of downtime and 5 Magic Points, so I will invent 15 new spells." Instead, gather material components during downtime.

Like this, but fancier.

Spell Effect Guidelines

This system assumes the GM has a reasonable grasp of spell effects and mechanics. It's an advanced and personalized system.

Creatures still get Saves.

Use [caster level] to adjust the power of spells.
  • Fireball. 1d6 per [caster level] in a 20' sphere. 
  • Fly. Fly for 1 hour + [caster level]x10 minutes.
  • Charm Monster. Charm up to [caster level] x 2 HP of monsters for 1 day.
  • Transform for [caster level]+1 rounds.
Material components must be plausible medieval-ish items that the caster can obtain or gather without too much trouble. Good luck keeping ice chips cold in your pocket.

Rare items produce a stronger effect. The heart of a unicorn and a diamond the size of an apple will probably bring someone back to life, but players are unlikely to have a renweable supply of unicorn hearts. 
 
A candle stub and a bit of flint will produce a mediocre light spell, closer to a cantrip than a proper spell.
 
You could make the spell cost HP as well as Magic Points, but only in systems with fast healing.

Bojler

Magical Thinking

This system relies on associations, allusions, fuzzy logic, magical thinking, and puns. Dictionaries of idioms and quotes might help. Real-world books on the magic properties of herbs and crystals don't; since their magical effects have to be indistinguishable from chance. This list of alchemical reagents is a good starting list of items.

Here are a few examples of material component associations. It's not a complete list, just food for thought.

Bell
Organization. Summoned by a bell, saved by the bell.
Announcement. Wedding bells, alarm bells.
Clarity and purity. As clear as a bell.
Doom. For whom the bell tolls.
Memory. Rings a bell.
Fanciness. Bells and whistles. With bells on it.

Bone
Fear.
Mortality, time, aging.
Depth, possibly hidden. Soaked to the bone, feel it in my bones.
Dogs.

Cloth
A funeral shroud.
A blindfold.
A napkin, as in a magic trick.
Muffling. Cloth ears.

Dust
Dryness.
Blinding, sneezing, impairing.
Worthlessness. To shake the dust from your feet.
Death. To bite to dust, dust to dust.
Hidden things. Dusting for fingerprints.

Earth
Fertility.
Graveyard earth, hallowed ground.
Native soil.
Distance. Four corners of the earth.
Sensibility. Groundedness, to come back to earth.
Materiality. To move heaven and earth. Older than dirt.
Secrets. To have dirt on someone, to dirty one's hands.

Egg
Enclosing, hatching, possibilities, new life.
Transformation, growth.
Zero. A goose egg.
Wealth. The golden egg.

Hair
Aspects of a creature.
Warmth.

Honey
Honeyed words.
Stickiness.
Attracting animals and insects.

Iron
Solidity.
Violence.
Strength.

Leather
Toughness. Health and resilience. As tough as old leather.
Hardness, hardened skin.

Wax
Waterproof.
Malleable.
Sticky, but mild.
To wax wroth, to wax lyrical, to wax and wane.
Trustworthy. Wax seals.
Secrecy. Sealed letters, none of your beeswax.

Daze

Balance

This system lets a Magic-User potentially solve X problems per day.

If they encounter more than X problems, the Magic-User can cast the classic spells "mundane missile", "cower", and "bluff."

Fighters solve one class of problem, Clerics solve a narrow class of problems and help fix failure to solve other problems, Thieves go around the problem or give everyone time to plan, and Magic-Users frequently trade one problem for a different problem.

This system enables extremely flexible casting, at the expense of reliability and power. In this system, creating an effect as powerful and as persistent as the 9th-level spell bigby's crushing hand would require more than an eggshell and some snakeskin.

It also encourages players to interact with the world, to hoard wizardly items, and to think outisde the box. Save up your weird wizard treasures for powerful one-off spells. 

The spellbook also serves as a campaign record. "Remember when I put all those goblins to sleep using sand and lettuce? Good times." "Yes, but the bugbear still broke my arm." "Good times..."

The total number of Magic Points is pretty sensible. A player might try to maximise their Magic Points by only casting unique spells, but most of the time, effects they've already produced are too tempting not to use again. The table below is from AD&D.  

A player might invent fireball or finger of death at level 1, but each cast potentially increases the cost. They might not even be able to cast it a second time until level 2.
 

Spell Level







Total
Level 1 2 3 4 5 6 7 8 9 Spells
1 1                 1
2 2                 2
3 2 1               3
4 3 2





  5
5 4 2 1




  7
6 4 2 2




  8
7 4 3 2 1           10
8 4 3 3 2           12
9 4 3 3 2 1         13
10 4 4 3 2 2


  15
11 4 4 4 3 3


  18
12 4 4 4 4 4 1

  21
13 5 5 5 4 4 2       25
14 5 5 5 4 4 2 1     26
15 5 5 5 5 5 2 1     28
16 5 5 5 5 5 3 2 1   31
17 5 5 5 5 5 3 2 2   32
18 5 5 5 5 5 3 3 2 1 34
19 5 5 5 5 5 3 3 3 1 35
20 5 5 5 5 5 3 3 3 2 36

Sidebar: Divine Casters

Clerics don't use this system. They get their spells normally. They don't need to convince the universe, they just need to manifest the will of their god.

Alternatively, for each spell slot, the Cleric rolls on a random holy verse table (using the book or books of your choice, but using all the verses, including the boring ones.). The spell's effect depends on the verse or line. Each day, the Cleric may replace any number of lines/spells or keep previously generated lines/spells.

2023/05/04

OSR: Eight Diseases of Wizards

Wizards get sick in unusual ways. Dooms and Mishaps are, arguably, wizard diseases, but they're not the only afflictions unique to spellcasters. Applied magic can cure an illness, but inadvisably applied magic can cause one.

John Martin

1. Tower Madness

Also known as Pre-Traumatic Euphoria, Tower Madness is the combination of agoraphobia, megalomania, and l’appel du vide that strikes a wizard with a tower. From the top of a tower, all problems appear inconsequential. The landscape is painted scenery, the people merely ants. What can a wizard in a tower not do? Anything displeasing in their view rankles like a bloom of mold on a painted wall or a stain on a carpet.

It is not clear whether Tower Madness precedes or follows the creation of a tower. Some wizards obsess over the plans for their towers, raving and capering before a single stone is placed. Some build towers for entirely sensible reasons, only to lose all sense of proportion when they first ascend the stairs.

Most dangerous of all is the wizard who carries a tower in their mind, not as a dream but as a waking vision, a permanent personal hallucination. Such a wizard has all the confidence of a tower-dweller without any of the restrictions.

The city of Endon, and Loxdon College, succeeded by making towers unfashionable. No modern, industrial wizard would potter around some dingy owl-infested stump when they could own a bright and well-lit workshop, employ smocked assistants instead of dribbly homunculi and chimeras, and enjoy all the benefits of urban life. A wizard sensitive to public opinion won't even buy home with a bay window or a turret, lest they be mocked as a one-toothed tower-dwelling hermit.

All that changed when Tom Shambledrake raised the Iron Spike over Endon. Suddenly, the possibility of a modern industrial tower, the fusion of systematized magic and ancient psychosis, flooded through Endon. Young wizards ulcerate for towers of their own. Deans and professors look at the Iron Spike with awe and envy. Architects write vitriolic letters, for wizards are the only people with worse architectural taste than architects. 
 
Plot Seeds:
  • Arthur Grenouvelle's "Rant Type Index" lists and cross-references common Tower Madness rants. E.g. "44. I Shall Show Them All", "81. Mad They Called Me", "114. They Said It Could Not Be Done". Reading the index, unfortunately, is liable to cause Tower Madness in susceptible wizards.
  • The taller the tower, the more powerful the wizard (or so say wizards with tall towers). Attempts to circumvent the limits of stone include The Tower Asymptotic (which traded compression failure for tension failure), assorted flying towers/cities, and the Perspective Spire of Enrique Lazaro (which only appeared to be remarkably tall).

2. Boggy Pox

A decade ago (a decade! Good lord), Arnold K invented the Boggy Pox. It's worth reminding the world. Boggy Pox, or Drimwick's Final Blunder, infects a wizard's spells, turning them into copies of Drimwick's Final Blunder and slowly turning the wizard in to a Boggie.

Wizards in Endon have a sure-fire Boggy cure. All you need is a kiln, thirty kilograms of salt, and a willingness to accept some permanent skin damage.

Plot Seeds:

3. Hypercephaly

A wizard's brain is a strange organ, altered by training and chance to hold spells and direct the flow of magic. Learning too many spells too quickly, or trying to cram more spells into a mind than tradition and common sense suggest is wise, may result in hypercephaly. In mild cases, it manifests as a bulging forehead, sudden baldness, and a tendency to wear hats indoors. In severe cases, the wizard's body atrophies until it dangles below a bulbous head like the string on a balloon. 

Hypercephalic wizards suffer from poor eyesight (as their altered skulls squish their eyes), constant headaches (sometimes transmitted to nearby people's heads) and shortened lifespans (as the weakened digestive system cannot support the brain). Biomancy can solve a few of these issues, but siphoning nutrients from litres of blood or draining the life force out of orphans may earn a wizard a dark reputation.

In GLOG terms, Hypercephaly gives a wizard an additional spell slot and MD, but reduces their physical stats and HP by half and prevents non-magical healing.

Hypercephaly is not directly contagious, but it can spread through papers, research notes, and cautionary tales. Some wizards suggest Eye Tyrants are Hypercephalic wizards driven mad by the spells required to support their new bodies. They're completely wrong, but it's a comforting thought.

  • Herbert Numps wanted to conceal his swelling spherical head with a shrink spell. This was a bad idea. Herbert's head is the size of a cue ball attached to a doll-like body. He can hover, but he's worried about the local cats.
  • Is that lump on the top of your head incipient hypercephaly, Cavorting Sinus Syndrome, or baldness caused by reading too many books?

4. Demon of the Flesh

A memetic disease. Sensible wizards learn of the Demon and forget about it, but wizards are prone to obsession and contemplation.

The Demon of the Flesh is magic cancer. Don't think about a tumour growing in your head. Don't think of a tumour with teeth and hair, buried in your skull, slowly gestating, destroying your life with its blind biochemical need. Don't think of it feeding on your magic, growing stronger day by day as you grow weaker, older, more fallible. Is that headache the beginning of the end? Are those spots before your eyes a sign the tumor has reached your optic nerve? Wizards imagine things into existence; what have you foolishly called up?

Biomancy struggles with cancer. Some spells can accelerate, steer, or tame a tumour, but few can reverse its progress without spreading or empowering it. Cancers of the mind, especially ones infected with a wizard's thoughts and soaked in ambient magic, may fight back. 

The Demon of the Flesh is not to be confused with Leaping Bone Syndrome, Carcinization (where a wizard suddenly evolves into a crab), or Migrating Glands.

Plot Seeds:

  • When a wizard dies, any memorized spells are engraved on the inside of their skull. Tradition and good taste caution against raiding the skulls of the recently dead, but someone cracked open the skull of this wizard. Careful inspection, possibly much later, might suggest that the skull was opened from the inside.
  • By night, a biomancer stalks the alleys of Endon, navigating by the face growing from the back of their skull. They're vaguely aware of their other half's crimes, but also want a way to peel the two minds apart. Biomancy is about making friends, after all.
Aaron Griffin

5. Prognobsfucation

Predicting the future is a difficult art. Few wizards put their faith in prophecies, but paranoia may lead a wizard to replace the lenses in their eyes with crystals or surround their head with predictive magic. Osman's First Uncertainty Principle ("You may already be in the future.") suggests that sufficiently powerful magic can accurately predict a few seconds of local futures.

The human mind was not meant to see all possibilities at once. Victims of Prognobsfucation cannot tell what is happening from what might happen. Osman's Second Uncertainty Principle ("The future is catching.") means Prognobsfucation can spread from one wizard to another like the common cold.

In mechanical terms, a wizard suffering from Prognobsfucation reduces their Wisdom by 1 for each unpredictable thing they can see. A clock, a boulder, and a bucket of water are predictable. A person, a dog, and a flame are not predictable. If this reduces a wizard's Wisdom below 1, they are paralyzed with confusion. A wizard suffering from Prognobsfucation can also act in surprise rounds.

Curing Prognobsfucation requires extremely strong hallucinogens (in the hope that, when they wear off, one reality will dominate), daily use of a stasis spell, or the rare semi-precious stone conundorum. 

Plot Seeds: 

  • Chlort McDoonigal claimed she could predict the outcome of any dice-based game of chance provided she was bankrolled and at precisely the right level of inebriation. In retrospect, this was a terrible plan. Now you, Chlort, and your friends need to get out of the gambling den alive.
  • Chaos Frogs are attracted to Prognobsfucated wizards like flies to honey, with comparable amounts of licking.

6. Dybuk Syndrome

Spells aren't the only thing that can occupy a spell slot. Wizards are prone to possession. Channelling ghosts and summoning devils are quick and perilous paths to knowledge. Dybuk possession typically occurs when a wizard dies of natural causes without taking the proper precautions. A dead wizard is like an abandoned fighter jet. All a spirit needs to do is climb inside, restart some biology, and take their new home for a test drive. 

A living wizard can still fall victim to a Dybuk, particularly if the wizard has multiple empty spell slots and a weak personality. The result is Dybuk Syndrome, where the wizard and the Dybuk fight for control. An amoral, curious, and sadistic spirit is rarely an improvement over the original wizard.

Dybuks can be identified by a variety of folkloric methods. They rarely blink, are too warm or too cold, have a new personality, etc. In most people, these would be obvious signs, but in a wizard, particularly an aged and powerful wizard, they might be perfectly normal. A clever dybuk can explain their host's apparent death as a temporary malady, an illusion, or a setback overcome by powerful contingency spells.

Plot Seeds:

  • Your professor has gone mad. Loxdon College wants it covered up, quickly, and ideally with the professor's mind intact. Can you identify the root cause, lure the Dybuk into a new host (possibly via fake academic credentials), or bribe the Dybuk to sign your term papers?
  • This Dybuk has claimed legal sanctuary and, somehow, hired a lawyer. They might not win their case but the proceedings could take years.
  • A spirit contacts you, claiming to be the original soul of a possessed wizard. Should you help the wizard get their body back, or is this a Dybuk's trick?
Good Omens

7. Deadly Finger

Most wizards are pleased (secretly or openly) if they accidentally acquire the so-called "Evil Eye". Squinting at someone and wishing them harm, then having that harm take place, requires effort and intent. It's hard to accidentally give someone the evil eye.

But it is tragically easy for a wizard infected with the Deadly Finger to cause unwanted damage. Wizards are trained not to point at things, lest spare thaumic charge slosh out the end of their fingers, but Deadly Finger disease can turn any gesture into a catastrophe. Pushing a button, picking your nose, or trying to find change in a purse can trigger the invisible dart of the Deadly Finger.

In mechanical terms, any action that cannot be completed with a balled fist has a 50% chance to trigger the Deadly Finger, which counts as a crossbow that ignores armour. The Deadly Finger strikes a random reasonable target (i.e. if the wizard takes something out of their pocket, they are the only valid target. If they gesture broadly in a crowded concert hall, someone in the crowd is the target). The Deadly Finger leaves octagonal wounds. Any wizard struck by the Deadly Finger has a 50% chance to be infected.

The simplest cure for the Deadly Finger is amputation, but wizards are sometimes dismayed to discover the ghost of their fingers possess the same undesirable properties, even when shorn of flesh. Remove curse is effective. Warded gloves or tattoos impede both the Deadly Finger and spellcasting. 

Plot Seeds:

  • Decapod Daryl, the Handiest Wizard in the West (side of the river) has deliberately infected himself with Deadly Fingers.
  • Was this wizard killed by their own Deadly Finger or by a rival's? Perhaps their rival was framed. Don't go around pointing fingers.

8. Extensibility 

Also known as Purford's Extrusion, this condition usually results from abuse of Seven League Boots, false teleportation, or spells like mercury's haste. The afflicted wizard leaves a trail of wizard behind them, like a solid afterimage. Wizards who touch the trail have a 10% chance to be infected with Extensibility.

In its initial stages, Extensibility leaves a ~6" trail for less than a second. Attacks against an infected wizard gain +4 to hit.

In its active stage, typically a week after initial infection, Extensibility instead leaves a 10' trail per round of movement at normal speed. One segment vanishes  per round. Every 1d4 days, the trail grows by 1 10' segment. The length of a trail doubles if the wizard sprints and halves if the wizard walks very slowly. The infected wizard cannot save to dodge, and attacks made against them gain +8 to hit. Each 10' segment counts as an additional target for the purposes of area-of-effect spells. As the wizard's soul is diffused over a large area, the wizard gains a +4 bonus against single-target save-based effects.

The trail is solid. A wizard can stop, but cannot walk backwards without running into themselves. It's a game of Snake. Crossing legs while walking may lead to a horrible tangle. The "active" end of the trail doesn't have any unusual mass-based properties (so the wizard can still jump normally), but the rest of the trail is as heavy as a conga line of very intimate wizards. Damage dealt to the trail propagates forward until it strikes the infected wizard. 

Curing Extensibility requires a Vorpal Blade (and a very steady hand) or a Thaumic Clamp, a vacuum pump, and earplugs.  

Plot Seeds:

  • Dringbell the Elder had a magical nap for six months to avoid seeing his relatives. Unfortunately, he contracted Extensibility just before he went to sleep. He is six and a half blocks long and very annoyed. Healing spells and quick footwork have kept lethal damage from catching up with the active end... for now.
  • According to a new paper, a wizard infected with Extensibility could theoretically use a fuse flesh spell to connect to their own trailing end, forming a "soul ouroboros" of "infinite majik potential". Any volunteers?