Neutral Level 1 Magic-user
Played by: Jud
STR: 7 (-1 to attack, damage, and open doors)
DEX: 8 (+1 to A.C./inititative, -1 to missile)
CON: 12
INT: 16 (+2 languages)
WIS: 8 (-1 save vs. spells)
CHA: 11
Hit Points: 11
Armor Class: 5
Special Traits/Abilities: None
Languages: Common, Anatic, Elven
Weapons: Daggers x2, silver dagger
Armor: Fine silk robe
Magic Items: None
Spellbook: Charm person, magic missile, read magic, sleep, continual light, locate object
Objects of questionable value:
Experience: 117 (+10%)
Last Update: 5/9/11
Showing posts with label magic-users. Show all posts
Showing posts with label magic-users. Show all posts
Thursday, May 5, 2011
Saturday, November 20, 2010
New Spell: Friends
Due to my rolling on a chart in the DMG, the 1st level magic-user spell, friends, has entered the campaign. Here’s the write-up for it for Labyrinth Lord:
Friends
Level: 1 (Magic-user & Elf spell)
Duration: 1 round per level
Range: 0
This spell causes the caster to gain a temporary increase of 2d4 points of Charisma—or temporarily lose 1-4 points of Charisma—depending on whether the creatures within the area of effect (a 10’ plus 10’ per level radius) make or fail their saving throw vs. spells. Those that fail their saving throws desire to become friends with the caster and render assistance. Those who make their save will be uneasy in the caster’s presence and find him irritating. The spell has no effect on creatures of animal or lower intelligence.
Expanded Reaction Modifier Table (if needed)
CHA 1: +3 to reaction rolls
CHA 2-3: +2 to reaction rolls
CHA 4-5: +1 to reaction rolls
CHA 6-8: +1 to reaction rolls
CHA 9-12: no modifier
CHA 13-15: -1 to reaction rolls
CHA 16-17: -1 to reaction rolls
CHA 18: -2 to reaction rolls
CHA 19-20: -2 to reaction rolls
CHA 21-23: -3 to reaction rolls
CHA 24-27: -3 to reaction rolls
Friends
Level: 1 (Magic-user & Elf spell)
Duration: 1 round per level
Range: 0
This spell causes the caster to gain a temporary increase of 2d4 points of Charisma—or temporarily lose 1-4 points of Charisma—depending on whether the creatures within the area of effect (a 10’ plus 10’ per level radius) make or fail their saving throw vs. spells. Those that fail their saving throws desire to become friends with the caster and render assistance. Those who make their save will be uneasy in the caster’s presence and find him irritating. The spell has no effect on creatures of animal or lower intelligence.
Expanded Reaction Modifier Table (if needed)
CHA 1: +3 to reaction rolls
CHA 2-3: +2 to reaction rolls
CHA 4-5: +1 to reaction rolls
CHA 6-8: +1 to reaction rolls
CHA 9-12: no modifier
CHA 13-15: -1 to reaction rolls
CHA 16-17: -1 to reaction rolls
CHA 18: -2 to reaction rolls
CHA 19-20: -2 to reaction rolls
CHA 21-23: -3 to reaction rolls
CHA 24-27: -3 to reaction rolls
Saturday, October 16, 2010
Korlack Nightspring
Neutral Level 1 Magic-user
Played by: Joe
STR: 10
DEX: 11
CON: 14 (+1 hp)
INT: 16 (+2 languages)
WIS: 11
CHA: 12
Hit Points: 5
Armor Class: 9
Special Traits/Abilities: Eye for horseflesh
Languages: Common, kobold, +1 more
Weapons: 2 daggers, sling
Armor: None
Magic Items: Brown potion, clear oil, jar of white leaves, elven cloak
Spellbook: magic missile, read languages, read magic, sleep, web
Objects of questionable value: Traitorous sailor's dagger, parchment with Chaotic writing
Experience: 6,851 (+10%)
Last Update: 4/01/11
Played by: Joe
STR: 10
DEX: 11
CON: 14 (+1 hp)
INT: 16 (+2 languages)
WIS: 11
CHA: 12
Hit Points: 5
Armor Class: 9
Special Traits/Abilities: Eye for horseflesh
Languages: Common, kobold, +1 more
Weapons: 2 daggers, sling
Armor: None
Magic Items: Brown potion, clear oil, jar of white leaves, elven cloak
Spellbook: magic missile, read languages, read magic, sleep, web
Objects of questionable value: Traitorous sailor's dagger, parchment with Chaotic writing
Experience: 6,851 (+10%)
Last Update: 4/01/11
Wednesday, August 25, 2010
Ozwald Cobblepot

Played by: Jud
STR: 7 (-1 to attack, damage, and open doors)
DEX: 12
CON: 14 (+1 hp)
INT: 15 (+1 language, 75% know spell)
WIS: 10
CHA: 8 (+1 reactionm 3 retainers, 6 morale)
Hit Points: 5
Armor Class: 2 (5)
Special Traits/Abilities: Swims like a fish
Languages: Common, Anatic
Weapons: Dagger, silver dagger
Armor: None
Magic Items: None
Weapon proficiencies: Dagger, +1 more
Spellbook: identify, magic missile, ray of enfeeblement
Objects of questionable value:
Experience: 175 (+10%/+5%)
Last Update: 8/25/10
Kaldar

Played by: Rob
STR: 16 (+2 to attack, damage, and open doors)
DEX: 18 (+3 missile, -3 to AC, +2 initiative)
CON: 11
INT: 14 (+1 language)
WIS: 11
CHA: 12
Hit Points: 5
Armor Class: 2 (5)
Special Traits/Abilities: Infravision 60', find secrets 2 in 6, +4 to save vs. ghoul paralysis, eye for horseflesh
Languages: Common, elvish, gnoll, hobgoblin, orc, kobold
Weapons: Short bow, long sword
Armor: Chainmail
Magic Items: potion of fire resistance
Spellbook: Read magic, Sleep, Phantasmal force
Objects of questionable value:
Friday, June 4, 2010
Spell Research and Scribing Scrolls
Spell casting characters are able to research and create new spells and magical items. New spells and scrolls can be created regardless of the character’s level, but all other types of magical items require that the caster be of at least 9th level.
To create a new spell, the player describes in detail the kind of spell he wants to create, and the effect it has. The referee will then decide if the spell can be created, and if so what the spell level will be. The character must be capable of casting spells of the spell level the potential new spell will be, otherwise the player must wait until the character attains a high enough level to research and cast the spell. If the character can create the spell, it will take one week and 1,000 gp per spell level.
Scrolls can be created for spells the caster already “knows” (i.e. have in their spell or prayer book) at the cost of 100 gp and 1 week’s work for each spell of the first level, 200 gold pieces and 2 weeks for a second level spell, etc.
No attempt to create a magic item, spell or other effect happens without some chance of failure. There is a minimum probability of 15% that any such endeavor fails, and this percentage can be raised depending on the circumstances. The player will roll for failure only after the character has spent the money and time on the project, and these are lost regardless of the result. When rolling to determine failure, a high roll (85-00) indicates failure.
One last little quirk: the time required to create scrolls or research spells is in REAL time, not game time. Thus, if your magic-user decides at the end of the game session that he wishes to scribe a 1st level scroll, he will be out of play the following week as he scribbles away. He will return to the game at the session after that with scroll in hand. I realize that this may cause the amount of game time required to research a spell or scribe a scroll to vary wildly, but that’s magic for you.
To create a new spell, the player describes in detail the kind of spell he wants to create, and the effect it has. The referee will then decide if the spell can be created, and if so what the spell level will be. The character must be capable of casting spells of the spell level the potential new spell will be, otherwise the player must wait until the character attains a high enough level to research and cast the spell. If the character can create the spell, it will take one week and 1,000 gp per spell level.
Scrolls can be created for spells the caster already “knows” (i.e. have in their spell or prayer book) at the cost of 100 gp and 1 week’s work for each spell of the first level, 200 gold pieces and 2 weeks for a second level spell, etc.
No attempt to create a magic item, spell or other effect happens without some chance of failure. There is a minimum probability of 15% that any such endeavor fails, and this percentage can be raised depending on the circumstances. The player will roll for failure only after the character has spent the money and time on the project, and these are lost regardless of the result. When rolling to determine failure, a high roll (85-00) indicates failure.
One last little quirk: the time required to create scrolls or research spells is in REAL time, not game time. Thus, if your magic-user decides at the end of the game session that he wishes to scribe a 1st level scroll, he will be out of play the following week as he scribbles away. He will return to the game at the session after that with scroll in hand. I realize that this may cause the amount of game time required to research a spell or scribe a scroll to vary wildly, but that’s magic for you.
Monday, May 3, 2010
Habdazar Doomwing

Played by: Pete
STR: 11
DEX: 11
CON: 12
INT: 10
WIS: 11
CHA: 15 (-1 reaction, 5 retainers, 8 loyalty)
Hit Points: 4
Armor Class: 9
Special Traits/Abilities: Owed a favor
Weapons: Longsword, longbow
Armor: None
Magic Items: None
Weapon proficiencies: Sword, long; Bow, long

Objects of questionable value:
Experience: 1513
Last Update: 7/04/10
Sunday, April 18, 2010
Fantos (Fanta)

Played by: Thomas
STR: 14 (+1 to hit, damage, open doors)
DEX: 16 (-2 AC, +2 missile, +1 initiative)
CON: 15 (+1 hp)
INT: 10
WIS: 10
CHA: 11
Hit Points: 4
Armor Class: 7
Special Traits/Abilities: 90% immune to sleep/charm, detect secret doors 2 in 6, infravision 60'; I Know Something (Location and partial map of the Blackgut)
Weapons: Dagger (x2), longbow, staff
Armor: None
Magic Items: potion of healing (1 dose)

Spell book: light, magic missile, read magic, shield, invisibility, and knock
Objects of questionable value: none
Experience: 3,827
Last Update: 10/18/10
Monday, March 22, 2010
Anwar

Played by: Jack
STR: 6 (-1 to hit/dam/open doors)
DEX: 9
CON: 10
INT: 10 (-1 to decipher rolls)
WIS: 10
CHA: 14 (-1 reaction adj.)
Hit Points: 9
Armor Class: 9
Special Traits/Abilities: Eye for Horseflesh, Esoterica (4%)

Armor: None
Magic Items: "beetle wand" ("OTROGG" written in runes along shaft), scroll of simulacrum, scroll of magic missiles (x2),, scroll of invisibility, scroll of knock
Weapon proficiencies: sword, long; javelin
Spells: 2/1/0
Spellbook: Read magic, dormancy, hold portal, identify, magic missile, message, read languages, shield, sleep, darkness, invisibility, knock, locate object, ray of enfeeblement
Objects of questionable value: Robe (midnight-blue)
Experience: 15,764
Last Update: 8/21/11
Sunday, March 7, 2010
Malbane the Green
Neutral Level 1 Magic-user
Played by: David
STR: 10
DEX: 11
CON: 8 (-1 hp)
INT: 16 (+2 languages, +1 to decipher tomes)
WIS: 13 (+1 to save vs magic)
CHA: 11
Hit Points: 2
Armor Class: 9
Special Traits/Abilities: Resistant to Venom, Natural Climber (87%)
Weapons: Staff, short bow, dagger, silver dagger
Armor: None
Magic Items: rainbow potion with blue flakes (?)
Weapon proficiencies: bows, short; staves
Spellbook: Read magic, shield, sleep, invisibility
Objects of questionable value:
Experience: 1716 (+10%)
Last Update: 6/03/10
Played by: David
STR: 10
DEX: 11
CON: 8 (-1 hp)
INT: 16 (+2 languages, +1 to decipher tomes)
WIS: 13 (+1 to save vs magic)
CHA: 11
Hit Points: 2
Armor Class: 9
Special Traits/Abilities: Resistant to Venom, Natural Climber (87%)
Weapons: Staff, short bow, dagger, silver dagger
Armor: None
Magic Items: rainbow potion with blue flakes (?)
Weapon proficiencies: bows, short; staves
Spellbook: Read magic, shield, sleep, invisibility
Objects of questionable value:
Experience: 1716 (+10%)
Last Update: 6/03/10
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