Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Saturday, 12 April 2025

Elemental and Para-Elemental Planes in this campaign

In this Mystara campaign I am writing, the Ethereal and Elemental planes are still there beyond the Material Plane, and can be accessed by either powerful spells or interplanar wormholes. The four elements are of course Fire, Air, Water and Earth. This metaphysical map illustrates the inner planes as I am using them here.  It is a modified version of my old one posted back here. 



My previous descriptions of the elemental planes still stand:
The Elemental Plane of Earth is nearly solid stone and earth, with only a few pockets of air, water and lava found. Finding an air (or maybe water) pocket is essential if a human visitor is to avoid being crushed and suffocated. However, if a pocket of air can be found, the plane is tolerable in temperature and not many dangerous inhabitants. A few valuable minerals can also be picked out by those with skill in prospecting and mining. 
The Elemental Plane of Water is like a vast, dimly lit ocean without a surface. There are pockets of air and earth (but no fire pockets). Any visitor who can cope with breathing underwater should be able to stay on this plane for a while. Creatures of seas and oceans of the Material Plane are occasionally encountered here, adding weight to sages' theories of gates between the Elemental Plane of Water and deep abysses in the oceans of Kaelaross. 
The Elemental Plane of Fire has two major problems - firstly the intolerable temperature will kill any mortal creature without some sort of protection. Anyone travelling to this plane must be able to tolerate hot flames, or their death will be a quick one, with cremation rather than burial. Secondly the Plane of Fire is home to some quite dangerous and volatile creatures - Fire salamanders and efreet. Being able to either negotiate or else fight off these creatures is necessary for any extended stay where encounters are inevitable. There are some pockets of clear air, while lumps of rock from the plane of earth either melt into pools of lava or else glow like burning coals. 
The Elemental Plane of Air is in many ways the safest of the elemental planes. The biggest problem is the electrical storms. This plane has no gravity, so everything - clouds, natives and visitors, float around. There are occasional spheres of earth and fire that float around. Any water here tends to evaporate and turn into clouds within a matter of hours, and visitors are recommended to bring water as they are likely to get thirsty. The djinn are found here, but they can be tempermental and fickle in dealing with those who intrude on their domain.

Para-Elemental Planes

As well as bordering the ethereal plane, the elemental planes also touch or overlap with some of each other. This is closer to AD&D elemental planes than BECMI's version, so bear with me.  Although I do not have the stats for para-elementals that might be summoned to the material plane, I believe they were given stats in AD&D 1st edition Monster Manual II. 

Between Fire and Earth is the para-elemental plane of Magma.  It is a land of volcanic eruption and lakes of lava. There are some metals found here - the more easily melted ones (gold and lead) are found in molten pools while the less volatile ones (iron and tungsten) are usually still solid though often glowing with heat. The Efreet’s City of Brass is on the border between the Plane of Fire and Plane of Magma. 

Between Water and Air is the para-elemental plane of Ice and is an arctic wasteland of glaciers, crevasses, ice caves and constant snow. Ice-related creatures such as Frost Salamanders are now associated with the para-elemental plane of Ice not Earth (a change from the BECMI rules). Other cold-based creatures such as white dragons and frost giants are also capable of surviving here even if they are not truly native. The air is so cold as to freeze the lungs of an unprotected human but anyone who can survive the intense cold can 

Between Water and Earth is the para-elemental plane of Ooze which is seems to be a vast and bottomless quagmire with few plants on the surface, filled with sticky, slimy mud and pools of acid. Many ooze creatures are found here, including black puddings, ochre jellies and green slimes.

Between Air and Fire is the para-elemental plane of Smoke. It is a very mysterious plane, and very few creatures live or visit here because of its poisonous fumes. Various levels of toxicity, from mildly irritating to silently lethal carbon monoxide. There are also frequent lightning storms suggesting a link to the quasi-element of Lightning. Sages have no idea what sort of native inhabitants if any are found here as any expedition by mages to investigate have either had difficulty seeing anything or else simply not returned. 


Other quasi-elements may be found on the elemental planes although these quasi-elements do not have their own planes. 
  • Lightning is closely associated with air and also the paraelemental plane of smoke
  • Acid is closely associated with Ooze but also to some extent with both Earth and Water
  • Metal is closely associated with Magma and to some extent with Earth and Fire

Elementalist Mage

Elementalist Mages are magic users, nearly always human, who tap into the powers of these elemental planes. Many spells already use the elements in one form or another, from Fireballs to Ice Storms to conjuring elementals themselves to fight for and serve the caster. Elementalists take this one stage further and specialise in elemental magic. 
This usually means ignoring spells that do not involve the elements - enchantments, illusions and mind-affecting spells are rarely learnt by elementalists. Most elementalists will take a general approach and treat all the elements equally, though some focus on just one element. Most famously there was an ancient rivalry between the Air Elementalists of Alphatia and the Fire Elementalists of Glantri. 
In terms of game rules the Elementalist mages are magic users with the same saving throws, hit points and spell memorisation. They have access to a different spell list that accentuates spells that involve the elements and elemental planes, while ignoring spells that do not. 

Specialists in one element will usually also use spells from one of the neighbouring para-elemental planes. So a Water Elementalist may use spells that involve Water (obviously!) and either acid or ice but not both. Focusing on just one element may seem overly restrictive but any creature targeted by an one-element elementalist will suffer -2 to saving throws against any spell the elementalist cast that belongs to their favoured element. So when a Fire elementalist casts a fireball spell, any creature in the area of effect who needs to make a saving throw suffers -2 penalty on their saves. 

Elementalists who don’t specialise will happily use spells that draw from any of the elemental or para-elemental planes but saving throws against their spells are at normal difficulty. They are often known as pan-elementalists. 

Specialist elementalists require plenty of spells in their selected element in order to function effectively. Low level spells that use either earth or water are really not found in the standard spells of the magical colleges, i.e. the 12 spells per spell level listed in the B/X rules or 13 per spell level in the Rules Cyclopedia. Therefore elementalists tend to work best when they have access to lots of non-standard spells from magical research, i.e. places with large magical institutions and lots of mages such as Glantri and Alphatia. 


BECMI Rules Cyclopedia and AD&D 1st Edition PHB Magic User spells by associated element

Spell NameSourceLevelElement
Affect Normal FiresAD&D1Fire
Burning HandsAD&D1Fire
Create WaterAD&D1Water
Dust DevilAD&D2Air
Endure Cold/HeatAD&D1Cold
Feather FallAD&D1Air
LightB/X1Lightning
Magical StoneAD&D1Earth
Predict WeatherBECMI1Air
Shocking GraspAD&D1Lightning
Continual LightB/X2Lightning
Faerie FireBECMI2Lightning
Fog CloudAD&D2Air
Fools GoldAD&D2Metal
Heat MetalAD&D2Metal
LevitateB/X2Air
Melf's Acid ArrowAD&D2Acid
Resist ColdAD&D2Cold
Resist FireAD&D2Fire
Stinking CloudAD&D2Air
Acid BallBlog Post3Acid
FireballB/X3Fire
Flame ArrowAD&D3Fire
FlyB/X3Air
Gust of WindAD&D3Air
Lightning BoltB/X3Lightning
Meld into StoneAD&D3Earth
Protection from Normal MissilesB/X3Air
Water BreathingB/X3Water
Water WalkAD&D3Water
Explosive RuneAD&D4Fire
Ice StormB/X4Cold
StoneskinAD&D4Earth
Wall of FireB/X4Fire
Wall of IceB/X4Cold
CloudkillB/X5Air
Cone of ColdAD&D5Cold
Conjure Air ElementalB/X5Air
Conjure Earth ElementalB/X5Earth
Conjure Fire ElementalB/X5Fire
Conjure Water ElementalB/X5Water
Rock-Eating SlimeBlog Post5Acid
StoneshapeAD&D5Earth
Transmute Rock to MudB/X5Earth
Wall of StoneB/X5Earth
Chain LightningAD&D6Lightning
Invisible StalkerB/X6Air
Lower WaterBECMI6Water
Wall of IronBECMI6Metal
Weather ControlBECMI6Air
Delayed Blast FireballBECMI7Fire
Otiluke's Freezing SphereAD&D7Cold
StatueBECMI7Earth
Explosive CloudBECMI8Fire
ImprisonmentAD&D9Earth
Meteor SwarmBECMI9Fire

Note that this list is by no means exhaustive and there are many other spells out there in official, third-party and fan-made sources that could fit into this table. For example my Slimy Spells of the Arvorians would suit a Water mage or an Earth mage.
More spells could be added if the in-world description for the effects is given an elemental twist. For example Protection from Normal Missiles is generally considered to involve a magical barrier. But what if it is the air around the caster that solidifies and catches missiles that try to pass through it? This change in flavour would make it suitable for Air elementalists. Similarly there could be elemental variations on Magic Missile (Icy Missile, Flaming Missile, Stony Missile) with a bit of reskinning. 
 

Friday, 26 July 2024

Minor Artefacts and Relics of Mystara

Book of Vergilloss Source


Artefacts in General

The following items are considered both powerful and of great religious significance. Although some of them were crafted with the intention of being magic items, their real importance comes from their close association with somebody who has transcended from mortality into immortality, as a saint, exalted or chaos prince. Beyond the items’ immediate magical effects they are held in great esteem by the followers of the original owner who ascended - they are concrete evidence of the acendant’s new power and divinity. Some of them are held in secure shrines, only being taken out and used or shown to common folk on special occasions or emergencies. Others have been lost, waiting to be reclaimed.

There are some unique magic items that are almost but not quite artefacts. These include the Screaming Standard and the dread sword Widowmaker both found in Kamroth’s Cairn. These are both difficult to destroy and are both powerful items in their own right. But they do not have the close association with an ascended immortal (Kamroth, who used both items, never became a Chaos Prince, despite his efforts). Such items are sometimes known as quasi-artefacts.

In terms of game rules there are 2 main approaches to artefacts - the AD&D approach and the Masters Rules approach. In both cases there seems to be an expectation that the artefact should have a long list of powers (decided by the DM), some of which may end up being irrelevant to either the artefact's origins or current use, as well as drawbacks/penalties and means of destruction. In this post I am ignoring the power points (PP) used in the Masters Rules. I have decided in most cases here not to give each artefact a long list of powers but to tailor its use to how it was used by the immortal that possessed it. These are meant to be minor artefacts and relics - long lists of powers regulated by power points can always be used for major relics and artefacts. Similarly the drawback I have chosen is often a forcible shift in attitude towards the outlook of the immortal, at least in one particular aspect. Anyone using these artefacts is effectively coming into contact with the immortal's power and this will inevitably influence ones behaviour.  Destroying an artefact is never easy, and in some cases there is only one very specific and typically nigh-impossible method. The exact method for each artefact is not given here, but I am sure that DMs can come up with their own equivalent of casting it into the fires of Mount Doom. 

The introduction of artefacts should not be happenstance - despite tables in the 1st Edition DMG there is no chance of encountering an artefact as yet another random magic item in a treasure hoard. Finding an artefact should require at least a significant adventure, perhaps even a campaign. So should these be limited to 30th to 36th level characters? After all as far as BECMI is concerned, artefacts are introduced in the Masters Rules. I would give each artefact a suggested minimum level. If a character is below that minimum then they simply do not encounter it. Or perhaps they find it but cannot use any of its powers. There is also the possibility of artefacts allowing higher level characters to access certain powers and effects that low-level characters cannot access, a sort of tiered approach. There may well be other restrictions such as alignment, class, gender, race and the like - immortals and their artefacts can be quite picky about who can use their tremendous powers. 

Some artefacts will have their own sentience, and like some intelligent swords, have their own ideas of what they should do. Others are tools of the immortal that imbued it with power, and the connection with that immortal means that the immortal will keep an eye on how the artefact is being used, and either enable or disable the powers of the artefact depending on their judgement of the current wielder.  

Artefacts of the Known World

The Hammer of Hurothain: This is a warhammer that was wielded by the dwarven warrior-saint Hurothain. It was carried by a succession of dwarven patriarchs as both a powerful weapon and a demonstration of their high standing. However, one patriarch took it along to Tarrag Duun, shortly before that stronghold fell. There are conflicting rumours about where it might be now. Some dwarves reckon it is still deep inside the lower levels of Tarrag Duun. Others believe the patriarch with the Hammer of Hurothain marched out with the dwarven army only to be ambushed by frost giants and their humanoid allies. The hammer was taken as a trophy by a frost giant chief and is now in the Tomb of the Frost Shamans. 
Requirements for use: Wielder must be a Lawful dwarf of at least 6th level, either a dwarf warrior or dwarf cleric. Hurothain reserves the right to restrict powers if the wielder behaves badly towards other dwarves or brings dwarves into disrepute. Hurothain believes those who wield the warhammer should set a good example for other dwarves to follow. 

  • For wielders of 6th - 11th level the warhammer acts as a warhammer +3 of throwing that does 2d6 +3 damage per hit (plus strength bonuses). Futhermore the wielder can use the hammer to detect enemies as if Detect Evil (60ft range) 1/round and also Detect Traps 1/turn. 
  • For wielders of 12th level the warhammer acts as a warhammer +4 of throwing that does 3d6 +4 damage per hit (plus strength bonuses). As well as Detect Evil and Detect Traps, the wielder may also use Commune spell 1/day and also 1/day cast Fear spell on all chaotic humanoids within 60ft radius.  
  • The Hammer of Hurothain always radiates what the dwarves call an anti-wizard zone, 20ft radius. In this zone magic user spells and items that replicate magic user spells do not work. Furthermore magic user spells cast from outside this zone but targetting someone in the zone are neutralised when they reach the zone. Clerical magic and monstrous magical abilities are not affected.  
  • Any wielder of the Hammer of Hurothain feels increasingly compelled to seek out and destroy the enemies of Kagyar, patron immortal of the dwarves. This starts off with suggested ideas but the longer the character wields the hammer, the more it becomes a compulsion like a Quest spell. 

The Robe of Saint Askelon the Healer is found in Corunglain in the temple of the lawful saint of the same name. It is usually kept in a magically protected vault downstairs in a sidechamber to the crypt, and is only brought out once a year or in dire emergencies. It is a simple white woollen robe similar to a priests's cassock that fits almost any human.  
Requirements for use: The wearer must be a Lawful or Neutral cleric, either human or dwarf, of 10th level or higher. 

  • For wearers of 10th-19th level the robe enables them to cast Cure Light Wounds 1/round, Cure Moderate Wounds 1/hour and Cure Disease 1/hour.  The robe provides the wearer with an effective AC of 0 without any encumbrance from wearing the robe and the robe also gives the wearer +5 to all saving throws and regeneration of 3hp/round unless reduced to -10 hp or below. 
  • For wearers of 20th level and above the robe also enables them to cast Circle of Regeneration 1/hour, Neutralise Poison 1/hour and Restore 1/day and also provides immunity from both energy level drain (such as from undead) and also immunity to death magic (clerical spells Finger of Death and Obliteration and the mage spells Death Spell and Power Word Kill are all negated by the robe). 
  • The wearer of the robe becomes increasingly pacifist in their outlook and more reluctant to hurt other creatures. For every week the robe is worn, the wearer gets -1 to hit and damage. After a month or so it stabilizes at -6 to hit and damage. 

Treggel’s Executioner: This battleaxe was the favoured weapon of a champion of Chaos, a mighty and terrifying warrior who ascended to become a Chaos Prince. Futhermore it whispers dark ideas to anyone foolhardy enough to wield it. Any lawful creature that touches the weapon (whether hit in combat or simply trying to pick the axe up) must save vs paralysation or be paralysed for 1d4 hours.  
Requirements for use: The wielder must be a Chaotic Fighter of 10th level or higher

  • Wielders of levels 10-20: Treggel's Executioner  functions as a Battleaxe +4 +6 vs lawful creatures. On a natural (unadjusted) 20 to hit the axe decapitates the target. For anything except a construct or a troll this means instant death (similar to a Vorpal sword). 
  • Wielders of at least 21st level: Treggel's Executioner is intelligent and has Intelligence 15, Ego 18 with a special purpose of slaying lawful creatures. 
  • The axe also has a malevolent desire to slay as many creatures as it can and to taste their blood on its blade, and any wielder gradually shares this bloodlust. The wielder becomes akin to a berserker, unable to withdraw from an active battle and not always able to tell ally from foe. A wisdom check is needed to tell friend from foe in the middle of a battle.  

Art by Dyson Logos, Source

The Abacus of Bassallia was used by Bassallia while she was a mortal merchant prince in Darokin. She gave it to one of her proteges shortly before she ascended to become an Exemplar. It is useless in combat but when used for an hour in a quiet office or study it allows the user to understand the current supplies and demands of any city over 5000 inhabitants, including which goods are going cheap and which goods command a high price. So for example if the user focuses on Selenica while studying the abacus they might find that spices and scroll-writing supplies are in high demand but copper from nearby mountains is plentiful and cheap. It cannot predict the future, only current trade conditions. Furthermore for each week the user possesses the abacus they gain 1 level in the Darokin Merchant class, up to level 10 after 10 weeks. These levels are lost if the user loses possession of the abacus, losing 1 level per week. The abacus is believed to be in possession of one of the heads of a powerful merchant house of Darokin who uses it regularly to spot profitable opportunities. The downside is the user becomes increasingly obsessed with business and profit, with romance, patriotism, religion, family and friends no longer seeming important. 
Source

The Book of Vergilloss: Gifted to Ashtarath, one of the most powerful Arvorian Arcane Knights by the Scion of the Outer Dark known as Vergillos. Ashtarath himself ascended to become a Chaos Prince and imbued some of his own essence into the book along with that of his otherworldly patron, Vergilloss. This book contains the rituals necessary to open interdimensional portals to the prisons where the Scions of the Outer Dark are held. The book is externally of normal size yet it contains far more pages than its closed size would suggest - dimensional magic is used to include many more pages than the normal 3 dimensions would allow. This artefact is closely guarded by the most powerful Arvorians as it is key to their overall strategy of bringing their abominable masters into Mystara to destroy the other races, especially the hated successors to Blackmoor, the humans. 
Requirements for use: The reader must be an Arvorian Arcane Knight or human Magic User of at least 12th level. 

  • For readers of 12th-24th level the Book of Vergilloss contains all the spells in the Rules Cyclopedia, which the reader may prepare and memorise as normal (character level restrictions to how many spells of what level still apply). Furthermore the book contains many non-standard spells that may not have been encountered before. 
  • For readers of 25th level and higher the book contains rituals that enable psychic contact with and even summoning of the dreaded Scions of the Outer Dark. It is fortunate for everyone else that these rituals require large numbers of Eldritch Crystals for their successful consumation. 
  • The price of using the book is insanity. Over a period of months the reader will become increasingly paranoid and detached from reality. How this manifests in game play will vary but those who have held onto the Book of Vergilloss will be troubled by delusions of grandeur, obsessive manias and a paranoid fear that everyone is out to get them and to steal the book from them. 



Tuesday, 23 April 2024

Eldritch Crystals

Eldritch crystals are briefly described in this post:

source

Another thing I am considering is Eldritch crystals. These are fragments of magical monoliths shattered when the Blackmoorians attacked the Arvorians and scattered when Blackmoor was destroyed in the Great Rain of Fire. They are still full of magical power and could be used to fuel mighty rituals that could either open the dimensional prisons that hold the Scions, or else permanently shut them. Eldritch crystals appear as green, blue or cyan glowing gems, usually of rough and uncut form. Although they look nice as ornamental stones in broaches or other jewelry, any mage casting Detect Magic will realize they are no ordinary mineral, though the exact nature of their magic is not clear. They are sought after by Arvorians, particularly those who are eager to free their alien masters.  However, human mages and elves would love to get their hands on them, as eldritch crystals can be used to power certain magic items.  

I have also introduced them in several adventures, namely

However, I have not really described what they do in terms of game mechanics. And I think I want to keep them flexible in that regard. 

In terms of game writing these eldritch crystals are mostly inspired by two different sources. 

Firstly in Warhammer Fantasy there is Warpstone, a sought-after powerful magical substance. It particularly becomes prominent in the Mordheim game where a meteorite of warpstone strikes the city, causing devestation but also leaving incredibly valuable fragments scattered around the city for brave adventurers to find. Warpstone can be used to power various items, and the Skaven (Warhammer rat-men) are especially skilled at using warpstone in terrible weapons and devices. However, it is also dangerous to handle and can be both poisonous and a mutagen (causing mutations). 

Secondly in various computer games there are multiple forms of currency. Often this is in the form of a "regular" currency for mundane purchases and "premium" currency for high-value transactions, with the premium currency often obtained via real money transactions. 

I have sometimes felt with D&D that after a while at high levels the pursuit of treasure for treasure's sake can seem a little boring. Yes, it can give you experience points, and that is the main reason the PCs seek out treasure troves. But in game terms once you have bought a stronghold and whatever magic items may be available on the market, there is only so much one can do with big piles of silver and gold. Eldritch crystals are intended to be the next level of currency, the premium currency at least among Norwold's Arvorians. At least the players and DM do not have to pay real money to use them in play...

Some eldritch crystals, like warpstone that inspired it, can be toxic and mutagenic - these are often called corrupted eldritch crystals. This is particularly demonstrated in Scenario #7: The Glowing Gemstone where this particularly baleful eldritch crystal has caused mutations in several of the orcs that have come into contact with it. A layer of lead or abjuration magic is sufficient to dampen this damaging aura, and such unpleasant crystals are often held in either lead-lined boxes or in containers with abjuration enchantments. On the other hand other samples are relatively harmless and can be handled without special precautions, at least for short periods. 

I have not come up with specific rules on mutations, whether caused by corrupted eldritch crystals or other reasons, but I have been inspired by Warhammer (the now-rare Slaves to Darkness hardback gives a massive random table), Gamma World and Judge Dredd games, all of which offer ideas for mutations. The form and game effects of such mutations is up to the DM to adjudicate. 

So why do Arvorians and other intelligent beings seek out such potentially hazardous crystals? Because when used correctly in the creation of magic items such as wands and staves, the eldritch crystals can replace the usual charges with a renewable power source, Most wands and staffs have a certain number of charges when created, usually 20 for wands and a staff up to 30 charges. Each use of the wand or staff drains a charge, and when the item has no more charges left it is completely expended and becomes useless. However, if an eldritch crystal is used to power the wand or staff, it no longer has charges but frequency of use, usually once per day, once every 12 hours or once every 8 hours, depending on the size and purity of the crystal. Interestingly for those wands and staves where the user can see the eldritch crystal they can see that the colour leaves the crystal which turns grey when it is used, and the colour gradually returns to the crystal over the course of the next few hours. 

Eldritch crystals can be used for creating and powering other magic items and this again is up to the DM to adjudicate. Eldritch crystals have particular affinity to other planes of existence where they are believed to draw their energies from. This affinity makes them particularly suited for creating portals, gates and summoning devices, including the gates the Arvorians are seeking to create and open to allow their dark masters, the Scions of the Outer Dark, to enter Mystara. Arvorians are so set on this task that they are prepared to kill anyone who they think has eldritch crystals, and they will gather and hoard these crystals with a fierce desire that resembles a dragon's lust for gold. Would Arvorians be prepared to trade with human adventurers for eldritch crystals? Yes, if circumstances warrant, especially if bargaining is easier than violent robbery. 

Eldritch crystals tend not to have fixed values in gold coins - they are not recognised by most civilized merchants in the same way that emeralds, sapphires and diamonds are, although a merchant may well offer up to 500gp if they think it is a nice gemstone. However, some powerful mages will be prepared to offer considerable sums in exchange for eldritch crystals, particularly if they understand how to use them in magic item creation - anything from 1000gp to 10,000gp depending on size and purity. At least three archmages in Alpha now wield magic staves powered by eldritch crystals - two created the staves themselves (one a staff of wizardry, the other a staff of commanding but one has looted a staff of power of Arvorian craftsmanship), so there are a few humans who understand the crystals' usefulness.  

Monday, 19 June 2023

Liches of the Known World

art by Dave Trampier from
1st Ed AD&D Monster Manual
From a game point of view liches are not part of the Moldvay/Cook B/X rules but they are introduced later on, first in Frank Mentzer's Masters Rules and then also in the Rules Cyclopedia. Liches were formerly magic users of levels 21-36, and so are powerful and share many aspects with living NPC mages. Personally I am not keen on the idea of liches being just one more random monster rolled as a wandering monster in a dungeon - I see them as powerful NPCs, with personalities, backgrounds and connections to other NPCs. They could be major villains, perhaps playing an ongoing role within a campaign and their influence may be felt far from their lairs. 

Liches are above all intelligent and should behave so. A lich is loathed to tackle adventurers who have a real chance to destroy it - the lich will pick fights that it is sure it can win. A lich will use all the resources available to it - allies, undead minions, living servants both human and monstrous, mechanical traps and of course magic - lots of magic. A lich will have accumulated a range of spells and magic items, perhaps some of which are unique. A lich that is caught unawares by adventurers is more likely to be annoyed with itself than with the adventurers, though it will do what it can to neutralise the threat, probably by killing the adventurers first, before considering where it went wrong. 

Although the phylactery described in the AD&D rules is not mentioned in the Masters rules, the DM may well rule that liches of Mystara have similar phylacteries that house their souls. If their bodies are destroyed but not the phylactery, the lich will reform within a week. Thus any adventurers intent on destroying a lich will need to find and destroy the phylactery either before or within days of slaying the lich's body. As one might expect, liches can be very cunning about both the form and the hiding place of their phylacteries. 

In Mystara most liches come from nations and cultures with a strong tradition of magic and wizardry. These places are most likely to produce the powerful mages who then take the step into lichdom. Alphatia and Glantri are known to have been the home of several liches. But liches are by no means restricted to these places. Here are a selection of notable liches in my version of Mystara.

Notable Liches of the Known World

Rahotep of the Shadows (30th level MU): Rahotep is found in the lower levels of the ruins of Allaktos in Ylaruam. As his name suggests, he was originally a Nithian sorcerer, and a skilled one at that, leading a circle of likeminded sorcerers at Allaktos and having several apprentices under his command. During the fall of ancient Nithia he took the transformation into undeath. He is not the only lich in Allaktos but he is both one of the most powerful and also more sane liches - while some threw themselves into sanity-draining soul magic, Rahotep only dabbled with it. He currently leads a faction  of undead within Allaktos that seeks to take control of the dungeon complex. What they then plan to do is unknown but Rahotep has nothing but contempt for living mortals, so once he starts looking out beyond Allaktos, the consequences of his actions could be terrible for the inhabitants of Ylaruam. His two weaknesses are firstly he is not entirely sane - he is egotistical and megalomanic, believing that he is unbeatable and destined to reconquer all of Nithia. Secondly he has not been keeping up with the outside world - he has been so focused on what has been going on in Allaktos with fellow undead he is not aware of the rise of Al-Kalim and the Eternal Truth in Ylaruam or even the rise of the Thyatian Empire. Any world events since the fall of Nithia seem to have passed him by. 

Meltherrion (28th level MU): Meltherrion is found underneath Corunglain in northern Darokin. He transformed into a lich only a hundred years ago. He is in many ways chaotic, selfish and ambitious, but he bears no ill will towards his country or the inhabitants of Cornuglain. However, he hates and despises orcs and goblins who slew his brother, nephew and nieces when he was still a mage's apprentice: he has therefore become an unexpected ally of Darokin against the encroaching hordes from the Broken Lands. Meltherrion's lair is deep below the streets of Cornuglain, guarded by various constructs and summoned things including living statues, golems and earth elementals. The humans in the city above are generally not aware of him so leave him alone but the humanoids, particularly goblins and kobolds, have started tunnelling under the city, and occasionally into his lair. When this happens he unleashes his fury on them, and then uses magic (Rock to Mud, Stoneshape and Wall of Stone) to reseal the intruders' tunnels. Only a handful of living humans are aware of Meltherrion, including Desmona Starstriker, the resident archmage of Cornuglain. Although uneasy about having a lich lair directly underneath the city, she has accepted Meltherrion is the lesser of two evils. Maggie Tremontaine, a prominent cleric within Cornuglain, is less tolerant and believes that Meltherrion will eventually become a greater threat than the humanoids of the Broken Lands. 

Ellaria the Studious (36th level MU): Ellaria is from Alphatia and throughout her life, even as a child, she was fascinated by the study and research of arcane magic. Shortly before she became a lich, she jumped onboard the flying city of Aalthir where she still resides, albeit in a secluded tower. She became a lich mainly because she wanted more time to study and research - she has so much work to do and so many topics to investigate and a human lifetime is simply not long enough. If engaged in conversation about magic, especially research and new spells or new magic items, she becomes both friendly and talkative. If however, she is interrupted in a way that she does not care for, she will react with extreme annoyance, which generally means the swift destruction of whoever is disturbing her. Ellaria has a number of living apprentices (mages of levels 10-20) who act as her agents and emissaries, bringing research materials, dealing with city authorities and keeping prying eyes away. Interestingly enough Ellaria can tolerate these apprentices as long as the topic being taught interests her. They in return have a powerful and very knowledgeable tutor and patron (matron?). She occasionally wanders the flying city at night, using both practical and magical disguises. The city authorities suspect that Ellaria is not entirely normal but can prove nothing and until she does something that warrants intervention, the city council has decided to leave her and her apprentices alone. 

Zaggratch the Damned (30th level MU): Zaggratch dwells deep under Derothgar the Fortress of the Damned. She is the arcane advisor to Baelforg Soulripper and some in the cults of Chaos say she is the true power behind that throne.  Zaggratch took a shortcut to lichhood by asking the powers of Chaos for assistance. She is now fully committed to the philosophy of Chaos and seeks ascension to become a Chaos Princess. She has visited other worlds to find resources she could exploit in her quest for more power - one of these was Oerth, the World of Greyhawk, where she learned about Vecna. Vecna has now become a sort of role model for Zaggratch - she wants to establish a realm of undeath and terror across Mystara and eventually perhaps ascend to the ranks of the immortals. Derothgar is not much of a dominon from her point of view but she considers it a start, a base from which to expand across the Known World. 

Anashfet (26th level cleric): Anashfet is described in detail here. Unusually, he has chaotic clerical powers rather than magic-user spells. 


art by Jeff Easley from D&D Masters Rules

Thursday, 3 November 2022

The Slimy Spells of the Arvorians

These spells have been passed to Arvorians from the mysterious and eldritch Scions of the Outer Dark, especially Skeereett. These are all magic-user/elf spells and are occasionally collected together in a single spellbook, the Dribbling Codex. 

Some of these are very similar in effect to existing spells, and are essentially "reskinned" versions of those established spells. Such spells are treated as if the original spells according to the rules but appear very different to characters and creatures. 

Level 1

Adhesive slime
Range: 10'
Duration: 2-12 turns
Effect: One door, gate. or similar portal

Reskinned version of Hold Portal. Doors, gates, box lids etc are held shut by a coating of glue-like mucus that shoots out of the caster's hand. Strangely enough this adhesive slime does not work on object that are not considered portals

Heat-resistant Slime
Range: Caster only
Duration: 1 turn
Effect: Caster only

New spell. The caster is covered in glistening clear slime that gives +2 to saving throws against all fire-based attacks (fireball spells, red dragon breath etc.), reduces all fire damage by 2 per attack, and lasts for 1 turn. 

Level 2 

Entrapping Slime 
Range: 10'
Duration: 48 turns
Effect: A volume 10’ x 10’ x 10’

This is a reskinned version of Web. People and other medium and small creatures are entrapped by strands of sticky mucus for 2d4 rounds. Alcohol, not fire, is needed to remove quickly. 

Caustic Bolt 
Range: 120'
Duration: Special
Effect: 1 target creature

This is a variation of Melf's Acid Arrow, borrowed from 2E AD&D PHB. This spell creates and shoots a glob of acidic slime at the target. There is no to hit roll, but there is a saving throw vs Spells. If unsuccesful the bolt hits the target directly and causes 2d4 acid damage. The caustic slime does not immediately disappear but sticks to the target continuing to do 2d4 damage per round, lasting 1 round per 3 whole levels of the caster (1 round for caster level 3-5, 2 rounds for caster level 6-8, 3 rounds for caster level 9-11 etc.) If the target makes the saving throw the caustic bolt only scores a glancing hit and causes 1d4 damage on initial hit and 1d4 damage per round. 

Stinking Cloud
Range: 30'
Duration: 1 round per caster level
Effect: 20 foot cube

This spell is borrowed straight from 2E AD&D PHB. The spell creates a billowing mass of nauseous vapours. Any creature caught within the cloud must save vs poison or be incapacitated and unable to move for 1d4 rounds. Anyone making the save still cannot attack or cast spells within the cloud but can move outside and then act normally. Slow Poison and Neutralise Poison will counteract the effects of the Stinking Cloud. 

Level 3 

Acid ball
Range: 240'
Duration: Instant
Effect: Sphere 40' diameter/20' radius

This is a reskinned variation of Fireball. The caster sends a small blob of acid to the centre of the target area and it instantly explodes, showering everyone and everything with extremely potent acid that causes horrible damage (1d6 acid damage per caster level, up to maximum of 20d6). A successful saving throw vs spells reduces the damage by half. 

Corroding Ray 
Range: 20'
Duration: Instant
Effect: 1 iron or steel item. 

New spell. Target must save vs spells or one iron or steel item worn or held by the target and selected by the caster is affected as if by a rust monster. A magic item that is affected will lose a magical +1. If a magic item is reduced to +0, it is no longer magical. Any non-magical item struck by this spell is instantly rendered useless and effectively destroyed as it instantly corrodes into rust and dust.

Level 4

Black Tentacles
Range: 30 yards
Duration: 1 hour
Effect: 20' x 20' area

This is based on Evard's Black Tentacles, from 2E AD&D PHB. This spell conjures a number (1d4+ 1/caster level) of black slimy tentacles, each about 10' long and 6" thick, to erupt from the surface of the affected area and start waving around trying to grasp anything that enters the area. If a creature does enter the area,  it must save vs spells.  A successful save means the creature only suffers a glancing blow (1d4 crushing damage) from a tentacle. A failed save means that the tentacle has grasped the target and inflicts 2d4 crushing damage per round until destroyed and also prevents the target from escaping. Each tentacle has 1hp/caster level and is AC 4 - destroying a tentacle is the only way to release a snared target. If a target is released but stays in the area of effect, it will be attacked by a surviving tentacle the following round. The tentacles are not very intelligent and if there are multiple target creatures in the area, each will be attacked by one tentacle, with larger, heavier creatures being targeted first. 

Ooze Form
Range: Caster only
Duration: 1 hour or until cancelled
Effect: Caster only

New spell. This spell has an effect similar to the famous potion of gaseous form but the caster is transformed into viscous liquid not gas. This usually takes the form of a man-sized gray ooze. This allows creeping at 30'/round and can squeeze under most doors and through cage bars and small pipes (minimum 2" x 2" to squeeze through), and also crawl up walls (though not across ceilings). Like real gray oozes, the ooze-formed caster can hide easily, looking like damp slimy rock. A wisdom check is allowed if creatures are actively looking for something suspicious, +2 to the check if they know to look for gray ooze. But also like gaseous form the caster leaves equipment behind. Although the caster appears to be a gray ooze, the spell does not grant the gray ooze's acidic attack or immunities to fire or cold. While in ooze form the caster cannot cast further spells or attack and has AC8. The spell lasts up to an hour but can be cancelled by the caster at will. 

Level 5

Rock-eating slime
Range: 20'
Duration: 1 turn/level
Effect: 1 summoned Slime

New spell. A semi-intelligent slimy thing similar to a small Black Pudding is conjured and it follows the caster's simple directions. It can dissolve and devour 1 cubic foot of rock every round and is summoned for 1 turn per level of the caster. Unlike Passwall spell, the rock is permanently destroyed. The rock-eating slime has AC 8 and 1 hp/level of the caster and moves at up to 30'/round but cannot attack other creatures - it can only attack inanimate rock. 


Monday, 14 March 2022

Magical Wonders of Alphatia

 Alphatia has been around for a long time. At this campaign's current time (1000AC), Alphatia has been colonized and developing for 2000 years. During that time major non-magical threats (humanoid tribes, dragons, giants and problematic non-magical humans) have been dealt with by the numerous archmages. This has left generations of thousands of wizards to experiment, construct and transform things across the continent. Alphatia has become a wizards' giant laboratory and play-pen. 

The motivations for creating these wonders varies but can include defence and security,  attacking enemies and expanding borders, academic curiosity, part of a quest for immortality (especially the Path of the Paragon and the Sphere of Energy), generating trade and wealth or  maybe pure entertainment (some wizards just like to keep themselves occupied). Similarly the size and form of these wonders can vary widely, from magic rings to floating cities. Constructed creatures, magical castles, enchanted weapons, staffs and wands, flying ships (cliched but still popular) and miscellaneous magic items are all the creations of wizards through the centuries. 

Image by Keith Parkinson, source

As time moves on these may become inherited by their creators' successors, or destroyed, or abandoned. Perhaps their function or the way they are activated has been forgotten. If they are still functional, other wizards are unlikely to just leave it lying around. Sometimes these magical wonders just wander off on their own. 

If the wizard has an interest in biology then modifying species or creating hybrids could become an interesting hobby. Rumour has it that this is how owlbears, thouls and bulettes came into being. Making monsters bigger is also a common experiment, and Alphatia is the home of the gargantuas (from the Companion Set).  For those with a more constructive approach to creating monsters there are numerous constructed creatures that wizards can put their minds to crafting. Golems and living statues (also known as animated statues) are also popular, but there are also rarer ones including drolems, iron cobras, bronze minotaurs, caryatid columns and stone guardians. What happens to these constructs after their masters die can vary wildly. Some can be commanded by whoever wields some controling item (such as a ring or amulet linked to the construct) while others simply cease to respond to anyone elses' command and just stand there, and a few may run amok without a master to control them. 

For those who are not interested in putting in the work of actually making a servitor, there is the option of summoning. Usually this is for the duration of a battle but some mages can bring creatures from elsewhere to serve for much longer periods, such as until a task is complete. Such creatures are generally either elemental (including Invisible Stalkers) or from the Planes of Chaos. Over the course of the history of Alphatia thousands of such creatures will have been summoned, and not all of these will have been destroyed or dismissed back to their planes of origin. More recently twisted summoners have added a whole new range of potential minions, though at the cost of the summoner's soul. Even if the twisted summoner dies, the summoned creatures still remain. 

Gates and portals are sometimes created. These may go anywhere, from the Elemental planes, Ethereal, the Planes of Chaos or Law, or even other worlds on the Material Plane. It could even take people to somewhere else on Mystara or even someWhen else - such as back to the golden age of Blackmoor or forwards to the far future of the Known World. And of course the portals are usually two-way, so creatures and characters can come through to Mystara. 

Excavating dungeons is often part of this - though usually the dungeon is a means to an end and where further experiments and projects are conducted. Dungeons can provide a secretive and secure place where intruders can be kept out, captive and created creatures can be contained and the wizard can have some peace and quiet for serious concentration on their work. The actual number of dungeons across Alphatia is unknown but at least in the thousands. Having said that, wizards may well hand their dungeons on to apprentices who know the traps, guards and should have any passwords and keys necessary for safe access. The apprentice may well add to the dungeon - think of Undermountain in the Forgotten Realms where Halaster Blackcloak the Mad Mage created the bulk of the main levels but his apprentices created their own sections and sublevels. Another prime example is Castle Greyhawk, created by the Mad Archmage Zagyg. And if you think the monikers are similar, think how many mad archmages have been lived in Alphatia over the last 2000 years, where there is a Grand Council of 1000 archmages, many of whom are various shades of Chaotic. Not all of these will have created dungeons (let alone megadungeons) but they all will have had some sort of stronghold as their home, either solitary or shared. The mage does not even need to be maximum level - Wall of Stone, Rock to Mud and Disintegrate are three spells that allow wizards of only 12th level to single-handedly create a basic dungeon, given enough castings of each spell.  

Finally there are spells. There are the standard spells of the magical colleges that nearly every mage has access to (once they reach sufficient level) - there are 12 spells per spell level. These are widely known from Norwold to the Savage Coast, and even non-mages have at least heard of them, and often seen mages cast them (many ordinary folk can recognise a Magic Missile or Fireball when cast). But when a nation the size of Alphatia has wizards researching spells every year over the course of its history, it is no surprise that there are hundreds of non-standard, rarer spells in the personal spellbooks of various mages of Alphatia. These include Greater Mirage (which the Alphatian mage Zembrig used to hide Tandallos Fortress for a number of centuries) and World Portal. Other wizards will go to great lengths to acquire written copies of these spells. 

In short, in Alphatia the threats to civilized folk and opportunities for adventures tend to come from the results of magic and the efforts of wizards, rather than natural or military situations. Whether it be a matter of destroying an out of control elemental, or retrieving a long lost spellbook or reclaiming a dead wizard's stronghold on behalf of his next of kin, the arcane arts and their effects and consequences are found everywhere in Alphatia. 


Friday, 19 November 2021

Orders of Mages in Karameikos

 Although it does not have the same numbers of magic users as magic-rich nations such as Alphatia and Glantri, The Grand Duchy of Karameikos nonetheless has its share. About 1 in 50 Karameikans have both the intelligence and the aptitude to cast magic-user spells, given the correct training, and about 1 in 100 have actual levels as a magic user of level 1 or higher (most parents want to see if their child has that gift and many of those are willing to pay the tuition fees). With a population of about 300,000 that means there are about 3000 magic users of varying levels of power around Karameikos. Most of those are happy just having a Magic Missile for self-defence, or Charm Person to persuade customers to buy more than they really need. But some of them, particularly those of 3rd level or higher, start to take magic seriously as not just a convenient tool but as a profession and perhaps even a vocation. It is almost inevitable that those with common interests and goals should form into groups. Note that the term Order is used loosely - not all of them are tightly structured. The most notable one include: 

The Circle of the Ancient Owl are a group of wizards who seek magical knowledge. Based in Kelvin, they search for new spells, spellbooks, magic items, alchemical formulae and the like. They are mostly neutral in alignment and are generally friendly towards other mages, willing to trade their knowledge. Although they can deal in gold, they prefer to trade one spell for another or barter with magic items. The circle currently has 12 senior members (levels 9 and up) and 16 junior members (levels 3-8). Joining the circle is possible if the candidate demonstrates suitable power as a mage and offers one or more new spells for the circle's library. 

(art by DevBurmak, source)

The Scintillating Stars are based in Threshold and are concerned with defending Karameikos from monsters, especially chaotic humanoids. The Karameikos army does not have its own magic users but members of the Scintillating Stars will volunteer to join patrols and help combat goblin and orc raiders. Prospective members should be at least 3rd level and need to go as probationary members on at least 5 patrols (to demonstrate they can cope with the outdoors, military discipline, working as part of a team and the confusion of actual combat as well as being able to cast a Sleep spell when required). Once a mage has demonstrated to the soldiers and his mage peers that he can hold his own in a fight he often becomes a trusted and respected member of a patrol. There are 25 full members, led by Gunthorius (human male, MU14, align L) who as a child lost his family in an orc raid but was saved by a local hedge wizard. The membership changes over the years as older members decide they have done their duty or are killed in action, or simply become interested in other aspects of wizardry. 

Malthriggian's Companions are unusual in that most of them are not native Karameikans. They include Alphatians, Glantrians, Thyatians, Ierendians and Ylari. Their reasons for leaving their homes vary but exile or falling out of favour with rulers seems to be a common theme. They have found Karameikos to be a relatively neutral country where they can at least stay for a while. As might be expected, Malthriggian's Companions take a wider view of the world, and will discuss geography, politics, trade and history of many different nations from Norwold to Bellissaria to the Savage Coast. Some have even developed sage-like knowledge in these matters. Although not a spy agency, the Companions do find themselves picking up useful information as they travel the known nations of Mystara, while others have found themselves as unofficial diplomats. Malthriggian himself is a Glantrian wizard (human male, MU20, align N) who met and befriended a number of clerics in his travels, and became disillusioned with Glantri's anti-clerical stance. He moved to Karameikos for a more open-minded society. His girlfriend, Sharresha (human female, MU13, align N), is from the Ylari desert tribes who learned she had a talent for magic after being taught the basics by a wandering Darokinian merchant-mage. Her superstitious tribe expelled her on pain of death for witchcraft. Malthriggian owns a mansion on the outskirts of Specularum to which he invites mages who seem both well-behaved and also in need of a place to stay. 

The Magician's Guild of Specularum. This is based in Specularum and their guildhall is marked on the Specularum map in the gazetteer. Although there is a training wing that takes in untrained folk and turns them into 1st level magic users in about a year, the guild is more about business than education. Members are expected to pay annual fees of 50gp per year, and there are currently 300 members, most of whom are resident in Specularum, and 30 of whom are guild staff helping to run the guild and train apprentice mages. Guild members are also expected to follow the basic rules of any society - only the most antisocial, rebellious or violent magic users (nearly always chaotic in alignment) do not follow these rules and are thus expelled from the guild.In return the mages receive guild benefits:

  • Access to the 12 basic spells at each spell level (MU spells from the core rules)
  • Social and legal assistance if the mage gets into trouble with authorities (up to a limit - the guild can prevent witch-hunts and give character references but won't defend clear murder or wanton destruction)
  • Reduced prices for hiring guild-approved alchemists and sages and other specialists.
  • Occasional access to new spells beyond the core spell list
  • Assistance in matters of arcane lore, including identifying magic items