Classic Dungeons and Dragons and Old School Gaming

D&D etc.


"Heir to a crumbling summit: to a sea of nettles: to an empire of rust: to rituals' footprints ankle-deep in stone."

-Mervyn Peake

"...and that, my liege, is how we know the Earth to be banana shaped."

-Sir Bedevere in Monty Python and the Holy Grail



Showing posts with label Moebius. Show all posts
Showing posts with label Moebius. Show all posts

Sunday, January 12, 2014

Campaign Specific Spell Components

"In some cases, the spell may require substances or apparatus, such as conjuring a water elemental (5th level) requires the presence of water, a sleep spell requires a pinch of sand."

-Dungeons and Dragons, Holmes edition page 13

Sleep
The Sleep spell (1st level) requires sand from the bone wastes. This desert area causes creatures who venture there to fall asleep and never wake up. The corpses are scoured by the sand the edges of the desert are full of bones of all sorts of creatures. A pinch of sand from this desert is required to cast the sleep spell, and is consumed in the casting. If the sand of the Bone Wastes is touched any character must save vs. sleep/paralysis/Mortal Terror or fall asleep forever. A flying or levitating PC or creature could conceivably carry some of the sand away. The Sand must be stored in a velvet bag with a Kyrthanean Hieroglyph "eye". The color of the bag effects the dreams of those under the effect of the spell. Black velvet will cause terrifying dreams, red velvet causes dreams of violence and passion, and blue velvet causes confusion or self loathing. The longer the sand spends in the bag the more intense the dreams.  Once the sand is in a bag as described, its effects are diminished without the proper magic to activate its power, so that a person reaching into the bag will feel drowsy, but it otherwise has no effect. 


Magic Missile
There are two known ways to cast the Magic Missile Spell (1st level).  the first is to make an arrow from vermillion ash.  This arrow is useless as a normal arrow, but when fired in combination with casting the spell effect occurs.
The second way to cast Magic Missile is to travel to the green realm of the elves and trade or steal astral arrows.  These are intangible, invisible and held in the casters thoughts.  A Magic-User can carry a number of these equal to their INT.  Astral arrows can be traded between Magic-Users but non-spellcasters cannot carry them.


Saturday, January 11, 2014

MOEBIUS STONES

Moebius Stones take many forms and their origin is a mystery.  They sometimes appear as normal stones, or crystals, sometimes as hyporborean blue geodes.  













Sometimes they float in the air.

animated GIF


Moebius Stones have the following known uses for Magic-Users:

  1. Eliminate the 2000 GP cost for 20% chance of success of researching spells. Instead the Player writes down the intent of the new spell, then the M-U spends 2d6 days alone in the desert. DM rolls d% to determine chance of success. Player rolls d%. If player rolls equal or over DM the spell is created. If the Player rolls under the DM a spell is created, but it is not what the player intended and it is sentient.
  2. When casting any spell the Magic-User can hold a Moebius Stone to change the duration of the spell to d12 months.  Using a Moebius Stone in this way may have unpredicted effects.
  3. When casting any spell the Magic-User can hold a Moebius Stone to delay the effect and target of the spell until a certain trigger occurs. The trigger must be stated by the Magic-User PC. A trigger might be, for example: “when anyone enters this room without first saying “Flargaenout” The delayed spell will last for d100 years, after which a Wandering Monster of the same level as the spell will be attracted to or mystically summoned to the area.