• The Core Mechanic has a post up about the things he does when he is DMing, which is a  good thing to learn from others. I do quite a few of the things he does, but here is my list of noteworthy things I do:

    • drink beer, eat takeaway, not always pizza
    • railroad PCs (ah the power) but not often
    • Force a player to recap the previous session at the beginning
    • Do long-winded descriptions, interruptions of which are strongly discouraged
    • Do epic campaigns which often fail to deliver
    • Make up new plotlines on the fly
    • Speak in character (i.e. accents and speech style)
    • Tell players straight-up if they can’t do something
    • Shades of grey – no-one in my campaign is necessarily evil or good
    • Make it all up as I go along
    • Steal shamelessly from movies, comics and other rpgs

    Seems like a fairly normal list of sins to me…

  • Dear diary,
    Please accept my most sincere and humble apologies for not caressing your beauteous pages with my fine script in these last few days.  I am sure you will understand why once i have recounted my most recent adventures.  At the moment, I am huddled next to the forward bulkhead of a small french vessel floating slowly down stream in the vicinity of Albany to the great ocean.  I have to steal a short while away from the others to write this down out of fear of being mocked, primarily by that gawd-awful priest, though these days he jibes are mostly ‘armless.  Get what i did there? haha, some times I surprise even myself with my unbridled wit.  I’ll recount from where I left off, but my memory may seem hazy, 3 trips out with these lunatics and 3 times I am beaten to within an inch of my life/death/deadlike-state-but-still-able-to-drink-potions. Please excuse me if I am starting to see a bit of a pattern occuring here.

    When i last wrote I was in fine fettle, after enjoying an evening repaste with our good friend… erm.. magwa or something.  from there we headed on down to the warehouse of Foul-mouth dan/jake/jack/jon/bob/bartholomew smythe… his name is really not that important.  Fearing the possible presence of one of those myrmadon thingamejigs, we decided to split our forces with good ‘ol Russel and Mr Black heading round back to disable the device while I followed the drunken preist and that English toff round to the front door, where upon I met a couple of fine beasts.  Truely remarkable steeds, two horses of a carniverous variety.  I have since come into a close friendship with both and named them duely.  I usually ride serious Cecil and but I allow the priest to ride shy Cyril.  Anyhow, introductions aside the priest tried to distract a couple of heavily armed elite guards and ended up in a nasty case of fistycuffs with the young currs.  All out fighting ensued where upon being in a courtyard where people with guns were above you in windows and 2 mighty large, well armed and expertly trained soldiers blocking your only cover proved to be a nasty situation.  Things could only improve right? We managed to overpower the two guards and enter the room they were in where-upon I started feasting on one of these mens still twitching hearts.  Nothing delighted me more to break my fast with my newly acquired gormet cuisine when Mr Black suddenly appeared with that look on his face. Yes you know the one, ‘screw you guys… i’m going home’ and he promptly disappeared out of the door I had just come through after mumbling something about a Myrmadon.

    Much to my surprise, and near demise, though in hindsight i should of seen it coming, a Myrmadon crashed through the wall and collapsed a considerable large part of my skull with its fist.  This really had put a dampener on an otherwise enjoyable dinner.  Smarting more than a little and lying prone the only thing i could see is the feet and lower part of the priests robes moving away at great speed and disappearing into the night, oh how things never change. Good old Matilda jumped straight into action, along with Lord ‘whatever his face’.  Through blood smeared eyes I may even have seen Mr Black leap into the fray too.  Russel was no where to be seen, he had probably found an exciting new window to throw himself through.  Needless to say. more through good luck than good management we brought the nasty beasty to a quick demise.

    At this point, father david returned and headed with the others to question those who we had ‘captured’.  I stayed in the coutyard befriending Cecil and Cyril and feeding them various parts of the guards we had murdered. Cecil is particularly fond of the Pancreato-Duodenal junction, where Cyril enjoys the finer taste of the Hypocampal Cortex.

    ……………………………………………………………………………………………………

    After we came to some arrangement with the survivor we headed back to Albany and decided to spy on the house of some rich bitch.  I was set to watch the back garden when a boat loaded with another six highly armed, highly trained soldiers, (where are the days of fighting untrained country bumpkins gone?) came to the mansion.  Somehow, knowing that at some point soon, these thugs would be enjoying, the all too common leisure activity of caving my skull in, made me cry.  Well i waited till they had departed and rounded up the others to go and hunt them down.  We were left in the situation where we had to walk, (not run!) across 60 metres of river, (something I’m not really aux fait with) through a barrage of gunfire and then fight through 6 guards and 2 mages.  Mr Black seemed to have managed to avoid this encounter altogether, crying off that he had a sore throat or something… hurummpf.  That left the pervert priest myself and Russel to do the dirty work, whilst lord high and mighty, pomposity himself stood on the river back and gave us, ‘covering fire’ how noble of him!!!!!!!!!!!!!11     <—– 😉

    Well of course, we got stuck right in there.  No sooner had matilda and myself joined battle I was surprised by a wholly holy whole arm flying over my head and landing in the river behind me.  Our poor priest seemed to have located his very own Beowulf, and suffered the same fate as the pitiful beast grendel.

    Such things becoming more commonly expected these days, I tried to remain as unperturbed as possible and got down with a bit of killing.  This went largely very well, but over the following few moments, I was being rapidly stabbed to death whilst dealing out reasonable amounts of whopah myself.  However, much praise must be given to the late Matilda for a most spectacularly rapid evisceration of Madame Le Belle St thankyou.  Much glory must be given to Russel who was in full swing chopping everywhich way and felling guardsman like paedophillic Irish priests. Speaking of father cantrus, he recovered a little after having a healing potion forced down his throat and then started healing us all up a little by little.  The combat finished as quickly as it began with everyone else dead but the victorious quartet, well three and three quarter of us. So I have taken this small oppertunity of quiet to divulge the most recent events to you, my beloved diary.  this entry is done in the name of my lovely Matilda and her untimely demise.  i will miss her dearly… well until tomorrow when I’ll summon her again =)

  • The characters now spent considerable time discussing their next move. Much of this time was spent discussing what to do with the laboratory. Should they destroy it, or use it to research a cure for the plague, or steal it and  have a genocide-plague-inducing machine of their very own? Decisions were not made, but it was clear that they did not have the research skills to do it themselves, so they must ship it back to Albany along with the remains of a Myrmidon. They chose to ship it to Miss Cora Munro, the only person in Albany they considered both trustworthy and intelligent.

    The characters also discussed extensively the serious concern that perhaps the French and the colonials were working together, and had duped the Northwest Frontier Company into helping them. Is there any depth of sinister plotting to which Washington would not stoop? Father Cantrus was further enraged and encouraged to, in his quaint Irish vernacular, “gank” the famous colonial hero.

    Washington, however, being nowhere to be found, the characters decided to instead visit Foul-Mouthed Jacques in nearby Thorntown, “gank” his guards, and interrogate him as only Dave Black can. They headed straight to Thorntown, Brian the Woodman and Dave Black being now partially healed by dint of the powerful effect of eating human hearts, and arrived in time for dusk. Setting watch on Jacques’ warehouse they soon discovered him inside with David Williamson, late of the now sepulchral Thorn Lodge. There was also strong evidence of 2 Myrmidons in a crate, and 2 elite guards.

    The characters’ plan was very simple. Father Cantrus knocked on the rear door of the warehouse, pretending to be a drunk looking for the tavern, and in the distraction Russell Ganymede and Brian the Woodman would creep through the front entrance, so that Ganymede could try and use his infernalism to take control of one or both of the packaged Myrmidons. First, however, Ganymede used a summoned demon to seal Jacques and Williamson inside the upstairs office of the building. They would then be easily able to destroy their opponents. Should that fail, Ganymede would die horribly while the remainder of the group fled.

    Battle was joined, Ganymede failed to control the construct, and horrid violence ensued. Father Cantrus did indeed run away, and in the heat of battle Williamson could be heard cursing and then shooting foul-mouthed Jacques so as to prevent him talking to his enemies. The characters did manage to destroy both the Myrmidon and the two elite soldiers, though they came perilous close to being totally overrun; and in the end they cut Williamson down as he attempted to escape. Father Cantrus just managed to save the life of foul-mouthed Jacques, and they found themselves in full possession of all his documents, and his wide-eyed person. Whatever would Dave Black do next…?

  • We last left our characters hidden in the forest, looking upon a small stone building whose door was guarded by two Myrmidons. Now we find them moving in for the kill, with Lord Epsom St. Helier walking forward trying to bluff his way past the Myrmidons, and Dave Black creeping up through the shadows behind him. Unfortunately Lord St. Helier’s attempts at bluffing the password did not work, and the nearest Myrmidon attacked. The other Myrmidon attacked Dave Black, cutting him down with a massive blow to the chest which left him dying where he fell.

    Battle was joined immediately and ferociously. The Myrmidon proved themselves both tough and fast, both having some kind of high-speed semi-teleportation mechanism which enabled them to close on distant foes with dizzying speed. This speed enabled one of them to cut down Brian the Woodsman, and Father David Cantrus was at his wits’ end rushing around the battle trying to prevent the Myrmidon’s victims from dying. Fortunately Brian’s spectral hound managed to finally bring down one of the Myrmidons, and Russell Ganymede the other. At the cost of only 2 of their number hors de combat, the characters were able to break through the door and into the small building.

    Inside the building they found the source of the plague infecting the Indians, a strange Infernal device which turned mild toxins into a potent plague-source, and dumped it into the river which fed many of the downstream Indian villages. They removed the chemicals and poured most of them into the river, temporarily preventing the plague spreading, but kept sufficient amounts to enable them to research a cure for the plague (or to develop a plague which could target a different race or group of people) with sufficient research.

    Our heroes then found a tunnel leading back to the house, and took it even though 2 of their number would be able to do little more than watch any battles. The tunnel led – unsurprisingly – to the wizard’s study, but Dave Black was seen by the wizard when he peered through the tunnel entrance, and battle was joined. The characters quickly killed the wizard, though he blew Russell Ganymede out of the window, but within moments all 50 of the Chalet’s guards came pouring up the stairs. The characters were forced to separate, with Russell Ganymede and Brian the woodman running to the main gates while Dave Black, Lord St Helier and Father Cantrus fled or limped back down the tunnel to the lab. These three, upon reaching the lab, barricaded the tunnel entrance with crates and boxes and prepared to sell their lives dearly.

    Meanwhile, Russell Ganymede and Brian the Woodman waited in the silent dark outside the gates for Magua, who they realised must be their only hope. He took some time to show, however, and by the time he emerged from the darkness behind Ganymede, soldiers were charging across the yard towards them. Ganymede explained the situation rapidly and before he realised they were there, Magua’s entire warband of 10 braves was speeding into the Chalet grounds, whereupon they cut down the pursuing soldiers. They charged to the house, Ganymede and the Woodman doing their best to keep up. Upon entering the main hall, Brian the Woodman found himself face to face with two snipers on the stairs. This pair were cut down by tomahawks from behind, which flew straight and true across a wide distance and buried themselves in the wall behind their eviscerated victims, before flying back through the air to the savages who had hurled them. From there it was up the undefended stairs and into the tunnel down which the characters had disappeared, and a hectic flight through the darkness towards the lanterns of the distant soldiers, and the pounding of their boots and shoulders on the door to the lab.

    As the Mohicans approached the door Ganymede and Brian could see it was partially battered open, and Lord St. Helier’s pistols could be heard loud in the hallway as he desperately shot down anyone foolish enough to place themselves in the way. But before the door could collapse the Mohican descended upon the soldiers, and in several minutes’ thick brutality they hacked their adversaries to bits. The characters were able to emerge from the cover of the door just in time to hear the cries of the last of the dying soldiers, and to be presented with the still-beating hearts of their victims. These they duly ate, of course, for one does not refuse a gift from a battle-bloodied mohican brave, no matter its gristly horror.

    Once the battle was done and their breath (and courage) regained, the characters explored the lab and the wizard’s room. They uncovered several clues to dastardly plots:

    • A book of experimental results from the development of the machine, which would be of some assistance in researching the machine
    • A set of notes taken from the wizards room, also covering experiments but much more poorly kept  and not of the same quality as those used in producing the machine
    • Evidence that the Myrmidons were delivered by the North West Frontier Company, an ostensibly British company, via Foul-mouthed Jacques (a French trader)

    The characters discovered Foul-Mouthed Jacques has a warehouse in town, and proceeded to disembowel him…

  • I am reading The Watchmen, which was given to me by one of my players/DMs (we alternate) who, even though he works in IT, is so old-skool he doesn’t even have a blog. At least, not one he’s shown me. This isn’t the reason I can’t quite get into The Watchmen though. The reason is that it’s a bit… strange. It doesn’t quite hang together the way I would have expected from Alan Moore. It reads like an early work, where he was trying to fit his dark sensibilities into a classic genre. The whole thing is a bit ham-fisted, in my view.

    I understand that this isn’t everyone’s view, and that everyone’s sense of what is ham-fisted and what isn’t (or  even which crude things are enjoyable) is a little different. This is why we have Grognards, and people who like theatre, and people who love 4e D&D. So it’s not as if my opinion is necessarily the only or the right opinion about the clumsiness of The Watchmen, but here goes…

    It seems to me that it’s a clear attempt at a kind of meta-comic, where the comic as cultural icon has a self-conscious presence throughout the comment, and it tries in some sense to imagine a role for comics in society (shudder). Hence the inter-leaving of the Pirate comic books with the end-of-the-world motif, and the slightly outlandish heroes tracing their costume decisions back to ’50s comics. But I can’t see why, and it doesn’t seem to work. The interleaved Pirate story is just a clumsy attempt at the sort of inter-chapter stories of Steinbeck or Murakami, but it doesn’t mesh well and so it stands out on its own. The heroes in the story are just too ordinary, and their comic-inspired outfits just look stupid (as if they are trying to remind us that early comic books were bad). If you want to paint the role of comics in society you probably need to make them seem a little more… inspiring … than encouragement for a stream of b-grade heroes.

    The thing that really jars though is Doc Manhattan. Here we have a completely normal bunch of guys who beat up criminals because they are tough from “working out” a lot, whose most special trait is maybe some armour in their costume; and then we have Mr. Space-and-time. It doesn’t work. I can’t see where it’s going because, for example, I just don’t see these guys as a threat. People rioted over these vigilantes in their costumes? Why did that kid scrawl “Who will watch the watchmen” on a wall when the watchmen consist of a bunch of guys in tight pants who “work out” a lot? They seem comical not sinister.

    So I’m waiting to see where all this meta-comicery leads, but I think it will lead to a flop. I’ve been told  it takes a while to get into but I’m halfway through and still none of this stuff is coming together. Also the artwork is really ordinary, like any run-of-the-mill 50s comic with nothing special to recommend it. So I will try and finish it, but I’m unimpressed and I was kind of expecting something different, particularly from Alan Moore.

    It will be interesting to see if my opinion changes by the end. If it does, I shall report back with an explanation…

  • Sometimes I use music to get myself into the mood for a session, not so much when I’m DMing (which I find a little distracting) as when I am preparing the atmosphere. Of late I have had occasion to drop the characters into the middle of a war zone, and in preparing the mood for that war zone I listened to a particular song, Chosen by VNV Nation. The lyrics to this song are from a short story by Guy de Maupassant, which it just so happens also describes a type of compromise, though exactly how essential or conceited it is I suppose everyone shall have to judge for themselves (I’ve not read the story). The lyrics of this song seem aptly suited to the theme of this month’s RPG Blog Carnival, so I present a version of  them here for those times when one needs to conjure a suitably chaotic war-zone feeling for a session. I particularly recommend listening to the song while reading the first chapter of Iain M. Banks’ A Song of Stone.

    Orders shouted in an unknown, guttural tongue rose to the windows of the seemingly dead, deserted houses; while behind the fast-closed shutters eager eyes peered forth at the victors – masters now of the city, its fortunes, and its lives, by “right of war.” The inhabitants, in their darkened rooms, were possessed by that terror which follows in the wake of cataclysms, of deadly upheavals of the earth, against which all human skill and strength are vain. For the same thing happens whenever the established order of things is upset, when security no longer exists, when all those rights usually protected by the law of man or of Nature are at the mercy of unreasoning, savage force. The earthquake crushing a whole nation under falling roofs; the flood let loose, and engulfing in its swirling depths the corpses of drowned peasants, along with dead oxen and beams torn from shattered houses; or the army, covered with glory, murdering those who defend themselves, making prisoners of the rest, pillaging in the name of the Sword, and giving thanks to God to the thunder of cannon–all these are appalling scourges, which destroy all belief in eternal justice, all that confidence we have been taught to feel in the protection of Heaven and the reason of man.

  • The Reverend Mike (whose site burns my eyes with its insane redness) is hosting this month’s RPG blog carnival on War (my, how topical!), and I want to contribute with a selection of the types of nasties which are used in the world of the Essential Compromise for the prosecution of that most loved of infernal activities, slaughter. We have already seen the Battle Thumb and the Autonomous Sentinel Cannon, but below are a few of the other toys which a good Infernalist can play with when it comes time to terrorise the locals.

    Cancer Labora Host Armour

    cancer-labora1Host armours are designed from a semi-living infernal construct as a heavy-duty harsh-environment armour shell, within which a human soldier can safely nestle. Like all Host Armours, the Cancer Labora enhances the physical and sensory capabilities of its occupant, as well as providing some environmental control and heavy armour. It is intended primarily as a heavy attack unit for dealing with infantry, with its armour thick enough to provide protection against all but the heaviest of infernal weaponry or cannons. The Cancer Labora is made of a type of thick hide modelled on the crab shell, with the plates connected to one another by a special fireproof Infernal material. The human occupant climbs in through the back and operates the various arms using his own hands, and fingers for the smaller arms. The largest arms are weapons in their own right, but can extend small gripping devices to hold additional weapons. The armour shell can also have Infernal weapons embedded, though they must have no recoil. The Cancer Labora is the only Host Armour with an environmental seal suitable for operation underwater, though even then the seal is not perfect and the Labora must return to land within a few hours. In addition to enhanced strength, armour and weapons powers, the Cancer Labora offers nightsight and enhanced hearing magic.

    Impulsion Field Rod

    impulsionrod

    The Impulsion Field Rod does not do damage per se; rather, it throws its target back a distance of tens of feet, knocking them off their feet in the process.  The Impulsion Field Rod is particularly frightening in combat on rooftops or alpine terrain, though in the latter case it has been known to cause avalanches. The Impulsion Rod usually has between 10 and 50 charges and must be recharged at a specified camp or location, though occasionally essence packs can be used to recharge it in the field, if it is needed for an extended campaign or mission. Some soldiers learn to use the Impulsion Rod in their off hand during melee combat, gaining two attacks (though the Impulsion Rod attack may be at a penalty). Frequently they use the Rod to repulse a charge or in the first moments of combat before engaging in melee. Impulsion rods, unlike the more horrifying brands of field rod (ennervators, confustors or quickeners, which are made of bone and wood) are usually made of beautifully crafted mixtures of wood and iron, not unlike rifles. Wizards sometimes use impulsion field rods, in which case they are usually enchanted to be lighter than their appearance would suggest.

    Of course, all field rods are infernally crafted, using infernal essences bound to a manual trigger to enable even the most magically ignorant of soldiers to use them.

    The Death Suit

    The Death Suit is in every sense a normal suit of armour; however, it is imbued with a sacrificial Demon which is invoked on the first occasion that the wearer suffers a mortal blow. The Demon leaches from the Death Suit directly into the body of the wearer, absorbing most of the damage of the mortal blow (which is reduced to a serious wound). The armour is ruined and the wearer experiences certain immediate effects – the wearers eyes go very pale (permanently) and he or she suffers the immediate loss of 1 point of constitution. This effect is instantaneous (some scholars even believe the Demon in the suit has the ability to sense a moment ahead in time) and applies to most mortal injuries. Those which  would completely destroy the body, or which involve massive damage to the head, are not covered by the Suit, though it is rumoured one can purchase a helmet with the same qualities. The Suit works for anyone who wears it, but before the effects can be applied to that person they must rub the armour completely with a salve made of a combination of rose water and their own blood. This process is usually draining for the person who performs it, requiring several hours of work and making them so weak that they cannot perform strenuous activity for a period of time far in excess of that expected given the amount of blood lost.  The benefits, however, are obvious. The suit usually comes as leather or chain, though it can come in the form of an undergarment (at considerable extra cost). The suits can often be identified by their odour of roses.

  • I don’t know if my American reader(s) will consider this completely inappropriate, but it is so completely apt for my Compromise and Conceit campaign that I have to put it here. It concerns the man all my players love to hate, George Washington:

    They still want to kill him though…

  • My gaming party ran up against their first 2 Myrmidons on Thursday, which necessitated the development of some on-the-fly rules for handling death and healing. The body-count was 2 dead, 2 injured. And this was before they had to take on the 50 elite militiamen, the wizard and the colonel. Fun was had!

  • Spells are cast as a skill, with the base difficulty for partial success given by

    DC = 15 + Spell level + Effect Modifications

    Usually these effect modifications represent a decision to increase the number of targets beyond the basic amount allowed by the spell level; or an attempt to increase duration.

    Partial failure occurs if the character rolls below [DC-lvl].

    Whether or not a spell is successful on partial failure, partial success or complete success depends on the basic type of spell effect.

    Spell Level is unlimited from 0 up and increases or decreases according to the basic type of spell effect, the duration, the range and the area. There are three main types of effects:

    •    Fixed wondrous effects, such as light, confusion, etc. which are either automatic, or affect enemy creatures in an opposed skill check (Spellcraft vs. Will/Presence etc). Duration of these spells is usually determined by the amount by which the target fails the opposed skill check.

    •    Variable benefit/damage effects, which manifest as bonuses to a skill or stat, or as damage done/healing. These are characterized by a maximum amount they can attain, and are variable up to the maximum amount. Duration is usually fixed at 1 round per level of the caster.

    •    Fixed benefit/damage effects, which manifest in the same way as variable effects, but always to a fixed amount. This means that they can work on partial failure, but their difficulty is usually higher. Also, the duration of these spells depends on the degree of success.

    Essentially, a spell can have a variable effect for a fixed duration, or a fixed effect for a variable duration.

    Table 1 characterises the way in which the three basic types of effects determine success.

    Unit of duration: Every spell has a unit of duration determined as part of its creation. This is usually 1 round, but can be in minutes, hours, days, or simply be permanent. For all units of duration except permanent, the spell lasts a period of time equal to some multiplier of the units of duration.

    Table 1: Success determination by basic spell type

    Spell Effect type

    Basic rule

    Effect on partial failure

    Effect on success

    Wondrous effects, no target

    Spell always works on partial

    failure or better. Degree of success determines duration

    Spell works; fatigue; spell

    lasts 1 unit of duration

    Spell works; no fatigue; spell

    lasts a number of duration units equal to [skill roll-DC]+1

    Wondrous effects, hostile

    target

    Spell effect only takes hold if

    the caster can beat the target on an opposed skill check

    Spell works; fatigue; opposed

    skill check DC=die roll. Duration 1 unit of duration per point of failure, +1

    Spell works; no fatigue;

    opposed skill check DC=die roll. Duration 1 unit of duration per point of

    failure, +1

    Variable benefit effects

    Spell only works on partial or

    complete success; benefit varies up to some maximum

    Spell does not work; fatigue

    Spell works; no fatigue;

    benefit is given by [spell roll-DC] up to the maximum

    Variable damage effects

    Spell works on partial failure;

    damage determined by opposed skill check

    Spell works; fatigue; opposed

    skill check DC = die roll. Effect = 1+1/point of failure up to the maximum

    Spell works; no fatigue;

    opposed skill check DC = die roll. Effect = 1+1/point of failure up to the maximum

    Fixed benefit effects

    Spell works on partial failure;

    benefit is always fixed, but the duration depends on the spell roll

    Spell works; fatigue; full

    effect; spell lasts 1 unit of duration

    Spell works; no fatigue; spell

    lasts a number of duration units equal to [skill roll-DC]+1

    Fixed damage effects (curses,

    etc.)

    Spell works on partial failure;

    benefit is always fixed, but the duration depends on the spell roll

    Spell works; fatigue; full

    damage; spell lasts 1 unit of duration

    Spell works; no fatigue; spell

    lasts a number of duration units equal to [skill roll-DC]+1

    For the purposes of simple gameplay, we note that spell effects which do stat or skill damage are treated in the same way under these rules as spells that do physical damage. However, this implies that spells which do physical damage will not be permanent. For the purposes of this one type of spell, we assume that the damage effect is permanent. Usually this would require that the spell be considerably higher level than is strictly reasonable, so we waive this consideration for healing and damage spells (see table 3 regarding duration).

    Spell Difficulty

    Spell difficulty depends on which of the three basic effect types the spell employs.

    Variable benefit/damage: Level = [Max effect]/2

    Fixed effect/damage: Level = effect

    Table 2 shows the wondrous effects with their base level.

    Table 2: wondrous effects with their levels

    Effect

    Level

    Light

    0

    Daze, knockdown

    1

    Stun, deafness, rage[1],

    courage1, telekinesis, fascinate,

    2

    charm, comprehend/confuse

    language, camouflage/hidden, change size, Sleep[2],

    3

    Blindness, forget, Disguise,

    alien environment, Pain[2], slow, freedom of movement

    4

    Paralysis, fear, invisible,

    5

    clairaudience, Scrying, minor

    spell effect[3], haste

    6

    confusion, Change form

    (mundane), Teleport (minor, not through obstacles),

    7

    Telepathy, improved

    invisibility, medium spell effect,

    8

    Insanity, major injury (removes

    most of a creature’s fighting ability without death)

    9

    Major spell effect, Domination,

    10

    petrifaction,

    11

    Change form (supernatural),

    Disintegration, Teleport, Extreme spell effect,

    12

    Imprisonment/banishment, change

    reality

    13

    Death

    14

    Time Stop

    15

    Miracle

    16

    Note that conjuration can be estimated as a DC given by the level of the creature, with a small addition for the conjuration itself (perhaps 1). These levels have been designed to roughly match twice the levels of spells in D&D 3rd edition, with some modifications made possible by doubling the level range. There is no particular reason why the level range should be fixed at 16.

    Combining spell effects should use their sum, minus an amount which increases with the levels and numbers of combinations. So for example, daze and knockdown should be level 2; while daze and pain and blindness should be level 6.

    Duration

    The base unit of duration for all spells is rounds. Spells which do physical damage or which heal people are considered to have permanent base unit of duration, as are spells of abjuration. This is subject to DM discretion. Spells with base duration permanent cannot have their duration reduced.

    The base unit of duration can be extended by increasing the level of the spell, as shown in table 3.

    Table 3:

    style=”mso-spacerun: yes”> Duration of effect

    Duration

    Level change

    Concentration

    -1

    Minutes

    +1

    Hours

    +2

    Days

    +3

    Permanent

    +5

    Area of effect

    Area of effect depends on the domain of the spell. The effects by domain are shown in table 4.

    Table 4: Area of

    effect

    Domain

    Area effect

    Divination

    1 creature

    Abjuration

    1 creature

    Alteration

    1 creature

    Evocation

    3m area

    The area of effect can be increased by 1 of these base units by increasing the spell DC by 1 freely at time of casting. Evocation can be reduced in size to “beam” (essentially 1 creature) at a DC improvement of 1.

    Range

    The range also depends on domain, as shown in table 5.

    Longer ranges can be obtained by increasing DC by +1 through the categories:

    Self / Touch / 10m / 30m / sight.

    Evokers and abjurers can step down the range categories to make the DC easier.

    Table 5: Spell

    ranges

    Domain

    Range

    Divination

    Self

    Abjuration

    Self

    Alteration

    Touch

    Evocation

    10m

    Examples

    Scorching Ray

    Range: 10m, Ranged touch

    Max. Damage: variable, max. chosen by caster

    Attack: Spellcraft vs. Reflex

    DC: 14+ max damage

    Area effect: beam (1 target)

    This spell has the base range of the evoker type, and variable damage up to the maximum chosen by the caster.

    Base range: 0

    Reduced area effect: -1 for beam

    So in order to do maximum damage of 5 (enough to penetrate most armour) is DC 19.

    Magic Missile

    Range: sight

    Attack: Guaranteed damage

    Damage: fixed, 2 wounds

    Area effect: single target

    DC: 20

    For guaranteed damage: +2=+2

    Range extension: +2

    Area effect reduction: -1

    Note that this can be extended to multiple targets (+1 DC per additional target) and increasing the maximum damage by 2 only increases DC by 2.

    Sleep

    Range: 30m

    Area effect: 1 person

    Attack: spellcraft vs. will

    DC: 20

    Sleep is a level 3 effect, +2 for the range extension. This gives a total DC of 20. DC can be increased by 1 per additional target.

    ————- Footnotes to table 2————–

    [1] Assumes that the effect is somehow different to a variable benefit/damage, perhaps because it has penalties which partially offset the benefits

    [2] Note Sleep differs from Paralysis: after 1 round, sleepers can be woken non-magically

    [3] A minor spell effect is a spell which affects magic – draining charges, protecting against spells, etc. Other spell effects represent progressions from this.