Showing posts with label elementalist. Show all posts
Showing posts with label elementalist. Show all posts

Friday, 12 August 2016

The Complete Elementalist: 1st and 2nd Level Spell Lists

Of the many writing projects I have on various back/front/middle burners, the one which tends to get the least attention is my eternally work-in-progress The Complete Elementalist. I had a look at it again last night -- just to review what I have and how far along it is -- and felt this great sense of regret. I really like the material I have, but it's a really long way from completion.

Unfortunately, I can't really see myself getting the time to properly finish this off any time soon and I'm not sure what will become of it. I'm vaguely considering whether I could publish the material that I have in some other form, to get it out there. We'll see.

Over two years ago (yeah...), I posted a list of the 1st level spells. In between then and now, I think I had one more spurt of writing and completed the 2nd level spells. So, here are the finished spell lists -- including the single-element specialist lists -- as they stand.

Complete Spell List
1st Level
  1. Burning hands
  2. Bury / unearth
  3. Create water (reversible)
  4. Crystal resonance
  5. Dust blast
  6. Feather fall
  7. Firelight
  8. Firewreath
  9. Fist of stone
  10. Flickerflame
  11. Hush
  12. Ignite (reversible)
  13. Lasting breath
  14. Lodestone
  15. Manipulate fire
  16. Message
  17. Purify
  18. Ray of fire / ice
  19. Resist cold
  20. Rusting grasp
  21. Seasong / windsong / firesong
  22. Shapes
  23. Slingshot
  24. Sound the deeps
  25. Stalagmites / stalactites
  26. Summon/banish lesser elementine
  27. Unburn
  28. Wall of vapour
  29. Water walk
  30. Windwreath
2nd Level
  1. Animate elemental
  2. Circle of frost
  3. Conceal flame
  4. Control buoyancy
  5. Crystal blast
  6. Dweomerfire
  7. Elemental cancellation
  8. Enlarge / reduce portal
  9. Erosion (reversible)
  10. False gold
  11. Fire trap
  12. Fog cloud
  13. Incinerate (reversible)
  14. Levitate
  15. Moonstone
  16. Obelisk of marking
  17. Produce flame
  18. Pyrotechnics
  19. Resist fire
  20. Ride the waves
  21. Sea lust
  22. Summon/banish greater elementine
  23. Tidal force
  24. Whispering wind
  25. Whisper thief
  26. Word of passing (reversible)
Air Spell List
1st Level
  1. Dust blast
  2. Feather fall
  3. Flickerflame
  4. Hush
  5. Lasting breath
  6. Message
  7. Purify
  8. Seasong / windsong / firesong
  9. Shapes
  10. Summon/banish lesser elementine
  11. Wall of vapour
  12. Windwreath
2nd Level
  1. Animate elemental
  2. Control buoyancy
  3. Elemental cancellation
  4. Erosion (reversible)
  5. Fog cloud
  6. Gust of wind
  7. Levitate
  8. Summon/banish greater elementine 
  9. Whisper thief
  10. Whispering wind

Earth Spell List
1st Level
  1. Bury / unearth
  2. Crystal resonance
  3. Dust blast
  4. Fist of stone
  5. Lodestone
  6. Purify
  7. Rusting grasp
  8. Shapes
  9. Slingshot
  10. Sound the deeps
  11. Stalagmites / stalactites
  12. Summon/banish lesser elementine

2nd Level
  1. Animate elemental
  2. Crystal blast
  3. Elemental cancellation
  4. Enlarge / reduce portal
  5. Erosion (reversible)
  6. False gold
  7. Moonstone
  8. Obelisk of marking
  9. Summon/banish greater elementine
  10. Word of passing (reversible)

Fire Spell List
1st Level
  1. Burning hands
  2. Firelight
  3. Firewreath
  4. Flickerflame
  5. Ignite
  6. Manipulate fire
  7. Purify
  8. Ray of fire / ice
  9. Seasong / windsong / firesong
  10. Shapes
  11. Summon/banish lesser elementine
  12. Unburn

2nd Level
  1. Animate elemental
  2. Conceal flame
  3. Dweomerfire
  4. Elemental cancellation
  5. Fire trap
  6. Incinerate (reversible)
  7. Produce flame
  8. Pyrotechnics
  9. Resist fire
  10. Summon/banish greater elementine 

Water Spell List
1st Level
  1. Create water (reversible)
  2. Lasting breath
  3. Purify
  4. Ray of fire / ice
  5. Resist cold
  6. Rusting grasp
  7. Seasong / windsong / firesong
  8. Shapes
  9. Sound the deeps
  10. Summon/banish lesser elementine
  11. Wall of vapour
  12. Water walk

2nd Level
  1. Animate elemental
  2. Circle of frost
  3. Control buoyancy
  4. Elemental cancellation
  5. Erosion (reversible)
  6. Fog cloud
  7. Ride the waves
  8. Sea lust
  9. Summon/banish greater elementine 
  10. Tidal force

Tuesday, 18 August 2015

New Elementalist Spell: Skyland

As I've been working on the revised Theorems & Thaumaturgy, I've needed to fill in a few gaps here and there in the spell lists. Some new spells have thus crept their way into the revised book :) Here's one, for the elementalist. (You may notice the extended "stat block" -- all of the spells in the revised edition have these extra details, as appropriate.)

Skyland
Level: 8
Duration: Permanent
Range: 0
Casting Time: 1 hour
Elements: Air, Earth
Schools: Enchantment
The ground beneath the elementalist's feet rumbles, grinds, and, at the end of the hour-long ritual, cracks and rends as a rough hemisphere of earth and stone separates from the surrounding matter and ascends into the sky. The size of the hemisphere depends on the elementalist's experience level: a 40' diameter area at 15th level, increasing in overall breadth by 20' per level above 15th  (a 20th level elementalist may thus levitate a 140' diameter hemisphere). (It may, at the Labyrinth Lord's discretion, be possible to further increase the size of the skyland by augmenting the ritual with sacrifices of precious substances or magical items of great value.)

Once untethered, the rocky hemisphere floats at a height of 150' above the surface of the earth. Casting this spell underground has no effect and, even when aboveground, the presence of any form of building in the affected area prevents the enchantment from taking hold. Buildings may, however, be constructed freely upon the surface of the hemisphere once it is afloat.

An elementalist of 7th level or greater who stands atop a skyland may command it to move through the air. This requires the summoning of an air elemental of 8 or more Hit Dice, which is magically bound into the floating hemisphere for a period of 24 hours. During this time, by concentrating, the summoner may cause the skyland to move in any direction (including vertically) at a rate of 110' per turn (3 miles per day). It requires one full turn of concentration to cause the skyland to stop or to change course. After 24 hours have passed, the bound air elemental escapes and the skyland stops moving.
While moving through the air, the floating hemisphere emits an ominous droning sound which may be heard from half a mile distant.

Monday, 25 May 2015

Spell Acquisition for Campaigns with Specialist Wizards

I've been doing a bit more work on The Complete Elementalist, and have been putting some thought into how specialist wizards can coexist in campaigns alongside each other. Here's an extract, with some thoughts on how to handle spell acquisition and treasure placement in campaigns with multiple types of specialist wizard, each with distinct spell lists.

Spell Acquisition
This section contains optional guidelines for Labyrinth Lords on the subject of how elementalists (and, by extension, other wizardly characters) may gain access to and learn new spells.

Basic Games
For games in the vein of the traditional Basic rules, the following guidelines may be used:
* Elementalists begin the game knowing read magic, one randomly selected spell, and one spell of the player's choice.
* The number of spells an elementalist can know (i.e. record in his spell book) is limited to no more than double the number that he can memorize. For example, a 5th level elementalist can memorize two 1st level, two 2nd level, and one 3rd level spell. Such a character could have at most four 1st level, four 2nd level, and two 3rd level spells in his spell book.
* Upon gaining an experience level, if the elementalist does not already have spells available to learn (e.g. from scrolls or captured spell books), he automatically acquires knowledge of one new spell, selected randomly from a level of the player's choosing.

Design Note: In the original Basic rules, magic-users and elves were limited to knowing one single spell at 1st level – not even read magic was “free”! – and could never record more spells in their spell books than the number they could memorize each day. Personally, while I find this system charming in its simplicity, I feel it is too restrictive and use the system described above in my own games. Other groups may, however, prefer to stick with the original rules.

Advanced Games
Advanced era games are more generous with the number of spells known and may use the following guidelines:
* Elementalists begin the game knowing read magic, two randomly selected spells, and two spells of the player's choice.
* The number of spells an elementalist can know (i.e. record in his spell book) is limited by the character's INT (see the AEC).
* Upon gaining an experience level, if the elementalist does not already have spells available to learn (e.g. from scrolls or captured spell books), he automatically acquires knowledge of one new spell, selected randomly from a level of the player's choosing. This spell must be learnt according to the normal rules for spell learning, again dependent on the character's INT.

Placing Spells in Treasure Hoards
The basic Labyrinth Lord rules describe a single type of arcane magic, usable by magic-users and elves. The Advanced Edition Companion and other books, such as this, add further, more specialised wizardly classes: illusionists and elementalists. These new classes acquire new spells in the same means as the standard magic-user: by finding spell scrolls in treasure hoards. When it is determined that a treasure hoard contains scrolls of magic-user spells, it is thus desirable that spells usable by specialist wizards also be (at least some of the time) present.

One approach is to multiply the number of spells present in the hoard (as indicated by the treasure tables) by the total number of wizardly classes in the campaign, then to give each spell an equal (random) chance of being taken from the list of each class. For example, in a campaign with magic-users, elementalists, and illusionists, the number of spells found in a hoard would be multiplied by three and each spell would have a 1 in 3 chance of being taken from the standard magic-user list, a 1 in 3 chance of coming from the illusionist list, and a 1 in 3 chance of being from the elementalist list. The Labyrinth Lord ensures, in this way, that the balance of spells available to characters of different spell-using classes remains fair and consistent.

Note that, as some spells are shared between the different classes, these guidelines will, in fact, slightly increase the number of spells available. It is also worth bearing in mind that, even if an adventuring party discover scrolls of spells that they cannot cast themselves, such scrolls still have value and may be sold to or bartered with NPCs who can put them to use.

Sunday, 5 October 2014

Project Updates: Wizards, Vats, Elementalists, Dolmenwood

A quick progress update on the major projects which I have in the works.

I've just finalised the text for the first issue of Wizardzine. In the end, I made the decision to cut back the amount of content somewhat, in order to get this thing out of the door. I think I made the mistake, early on, of getting too carried away with reams of ideas and thinking that I should elaborate them all in a single issue. This isn't necessary -- there will be future issues and I already have about 40 pages of content, which is, I think, more than enough for an issue of a zine!

As for From the Vats, it's been lingering for quite some months but I'm pleased to say that I've started with the layout now. Shouldn't be too much longer! Thanks again, everyone, for your submissions.

With both of those things looking like they'll be leaving home soon to make their own way in the world, my list of ongoing projects is getting back down to more manageable levels. The Complete Elementalist remains bubbling away on the back burner -- I'm just adding ideas to it as and when they come, taking things slowly. I must say, though, I'm really pleased with what I have so far. My intention was always to create an elementalist class with its own special vibe (which I fail to find words to describe really, but which has always been clear in my imagination), avoiding the kind of "fifty different ways to kill people with fire" cliche. (See here for some of the new spells I have lined up for the book so far.)

Finally, the Dolmenwood project with Greg Gorgonmilk continues apace. As Greg mentioned recently, we're currently working on an initial publication which will contain player-oriented content for use with the setting (or, for that matter, in any other campaign where root vegetables are a viable sentient race and druid types have a penchant for human sacrifice). You can expect in the region of 6 to 10 classes, reams of background tables, plus loads of weird spells.

So, I think that's all of the main writing / publishing projects I have underway... Apart, naturally, from the dozens of seeds of things which may someday blossom.

Fight on!

Saturday, 5 July 2014

Wizardzine! #1: Ephenedrine the Sirene

Wizardzine! #1 is coming along very nicely! As I mentioned previously, the theme is oceanic and sub-aquatic magic.

I want each issue to be not just a collection of spells and magic items, though, but also to describe the magician who has created these wonders. For the first issue, the figure of "Ephenedrine the Sirene", oceanic sorceress, has crystallised. I'll be giving some more thought as to her character, history, and motives as writing for the issue continues.

As a teaser, I also wanted to share one of her spells, which I just wrote:

Sea Lust
Level: 2nd
Duration: Special
Range: 60’
Schools: Charms, Elemental water, Oceanic

The homes of men are founded on earth but their hearts are with the seas. Many a wanderer, upon his first glimpse of the ocean, is smitten with a lifelong yearning for the waves and the mysteries of the deeps.

This spell plays upon these deep-rooted instincts, awakening a lust for the ocean deeps in a person of the magic-user’s choice. Typically humans are the only race which may be affected with a sea lust but the referee may rule that other races in his campaign are susceptible to this charm. Two effects are possible, as follows.

Consort with Deep Ones: When cast at the sea’s shore at night, in the presence of denizens of the deep (merfolk, locathah, sahuagin, or other races of “deep ones”), the spell’s target enters into a state of delirious infatuation in which he or she will consort with the creatures, engaging in whatever rituals or rites of communion they may desire. This state lasts for a single night. Only vague memories of the events which transpired under the enchantment remain to the victim. Women who are victim of this magic sometimes give birth to children who bear odd marks hinting at their sea-blood heritage.

Lost Love: Alternatively, the magic-user may use this spell to abuse the heart of a lovestruck victim, inflicting them with a glamour of great potency. This usage of the spell requires the heart of the object of the victim’s love, removed from the body, whether living or dead. The heart must be thrown into the waves of the sea as the spell is cast. The victim is inflicted with the delusion that their love has gone across the seas and will do whatever is in their power to follow. The charm will thus drive the victim to a life of futile wandering and searching, forever yearning after their lost love.

In both cases, a successful saving throw versus spells negates the enchantment.

Wednesday, 4 June 2014

New Elementalist Spell: Tidings

Continuing work on The Complete Elementalist. Here's a new water spell...



Tidings
Level: 4th
Duration: Special
Range: Unlimited
Elements: Water

This spell allows an elementalist to send messages across vast distances, harnessing the force of the seas and oceans. The elementalist's missive, which may be of any length, is taken up by the susurrations of the flowing water and carried across the tides to a destination named by the caster. Both the destination and the location where the spell is cast must be beside a body of water which connects to the sea – either at the seashore itself or beside a river which flows into the sea. The message is carried by the tides and currents of the seas at a rate of 50 miles per hour (1,200 miles per day).

Upon reaching the destination, the message is reproduced in its fullness by the crashing, frothing, and bubbling of the waters. The elementalist may choose one of the following conditions of delivery:

Immediate: the message is delivered as soon as it reaches the destination, irrespective of whether anyone is there to hear it.

General recipient: the message will await the arrival of the specified type of recipient. This may be as broad or narrow as the elementalist wishes, for example: “an elf”, “a man of the village of Thariknea”, “a woman wearing a crucifix”.

Specific recipient: the message will only be repeated for a single, named recipient. If this person does not visit the location to which the message has been delivered within three days of its arrival, they will begin to experience dreams of increasing vividness, directing them towards the location where the message is to be delivered.

Legends tell of lost tidings – castings of this spell which failed to reach the intended recipient and which still linger in the waves.


(The Complete Elementalist is going to be a self-contained book detailing a greatly expanded version of the elementalist class from Theorems & Thaumaturgy.)

Saturday, 31 May 2014

Elemental Progress

Just a very quick progress report on The Complete Elementalist. After a period of gestation, I'm pleased to report that I now have a burgeoning list of ideas for new spells. There are currently about 75 ideas in the list and they keep coming thick and fast. Now I'll just have to find the time to write them all up properly!

I'll post some more spells as work progresses.

Saturday, 10 May 2014

New Elementalist Spell: Crystal Resonance

It ain't all just "fist of flame!!!!!!" in elementalist world.

Crystal Resonance
Level: 1
Duration: Special
Range: 30'
Casting time: 1 turn
Elements: Earth

A specially attuned crystal (costing 75gp), in combination with this spell, allows the elementalist to absorb certain energies from his surroundings. Once an energy has been impressed into the crystal's resonance, a second casting of this spell causes it to reproduce the stored energy in whatever environment it now occupies. One of the following energies may be absorbed into the crystal:

  • Light: the lighting qualities of an environment may be absorbed and reproduced, causing an area of light, gloom, shadow, and so forth to be emitted from the crystal for 1 turn per level of the caster.
  • Images: a static snapshot of the crystal's environment can be attuned for later examination. The image is reproduced for 1 turn.
  • Sound: any sound emitted during the 1 turn casting time may be recorded and reproduced.
  • Temperature: warmth or cold may be absorbed into the crystal and re-emitted for 1 turn per level of the caster.
A crystal which has been attuned with this spell retains the absorbed energy indefinitely. Each crystal can, however, only be attuned to a single energy – subsequent attunements will replace the original.
Each time this spell is cast, there is a 5% chance of the crystal shattering and becoming useless.

Thursday, 1 May 2014

New Elementalist Spell: Sound the Deeps

Getting down to a bit of work on expanding the elementalist class presented in Theorems & Thaumaturgy.

I'm going for a bit of a Gandalf vibe with some of these spells.

Sound the Deeps
Level: 1
Duration: Instant
Range: Touch
Elements: Water & Earth

The elementalist invokes a dolorous boom to echo through a body of water or rock which he touches with his hand or staff. The returning tremors of the sound allow the caster to precisely divine the depth to which it travelled. Thus, the caster can determine the extent and approximate shape of bodies of water, chasms, shafts, clefts, mountain peaks, caverns, passages, and so forth.

In addition to this divinatory function, a sound the deeps spell may optionally be used to arouse slumbering beings in the affected area up to 50' distant per level of the caster. Creatures in a natural state of sleep are awakened to alertness and unnatural entities such as dormant undead, constructs, or planar beings may also be aroused.

Casting this spell always incurs a wandering monster check, as nearby creatures may come to investigate the source of the booming.

Monday, 24 February 2014

Elementalist: Specialists and 1st Level Spell List

While waiting for the completion of the illustrations for The Complete Vivimancer, I've been playing around with some ideas for my follow-up project The Complete Elementalist.

My plan is to include rules for a generalist elementalist as well as specialists in each individual element. What I have in mind is the following:
  • An elementalist may at any point in his career choose to focus his study on one of the cardinal elements. Once made, this decision cannot be reversed.
  • Elemental specialists can only memorize spells which are directly related to their chosen element, though this includes sub-elements. For example, a fire specialist could also memorize sub-elemental spells of ash or magma.
  • Elemental specialists can cast spells relating to other elements from scrolls, but are absolutely restricted from casting spells of the element opposed to their chosen speciality, including sub-elements. For example, a fire elementalist cannot cast water-related spells from scrolls, even spells of steam (a sub-element of fire and water).
  • The advantage of a narrow focus is that an elemental specialist casts and memorizes spells at one experience level higher than his true level.
This ability to specialise on a single element means, of course, that the spell lists will need to be balanced, providing a decent selection of spells for each element. Ideally I'd like to make the spell list exactly balanced.

I've been working on the 1st level spells, and so far this has worked out. Here's the list as it stands.

All 1st Level Spells
1. Burning hands
2. Create water
3. Crystal resonance
4. Domination of lesser elementines
5. Dust blast
6. Feather fall
7. Feet of stone
8. Firelight
9. Firewreath
10. Fist of stone
11. Flickerflame
12. Hush
13. Ignite
14. Lasting breath
15. Lodestone
16. Manipulate fire
17. Message
18. Mudflow
19. Purify
20. Ray of fire / ice
21. Resist cold
22. Rusting grasp
23. Seasong / windsong / firesong
24. Shapes
25. Sound the deeps
26. Stalagmites / stalactites
27. Stoneskin
28. Unburn
29. Wall of vapour
30. Windwreath

1st Level Air Spells
1. Domination of lesser elementines
2. Dust blast
3. Feather fall
4. Flickerflame
5. Hush
6. Lasting breath
7. Message
8. Purify
9. Seasong / windsong / firesong
10. Shapes
11. Wall of vapour
12. Windwreath

1st Level Earth Spells
1. Crystal resonance
2. Domination of lesser elementines
3. Dust blast
4. Feet of stone
5. Fist of stone
6. Lodestone
7. Mudflow
8. Purify
9. Shapes
10. Sound the deeps
11. Stalagmites / stalactites
12. Stoneskin

1st Level Fire Spells
1. Burning hands
2. Domination of lesser elementines
3. Firelight
4. Firewreath
5. Flickerflame
6. Ignite
7. Manipulate fire
8. Purify
9. Ray of fire / ice
10. Seasong / windsong / firesong
11. Shapes
12. Unburn

1st Level Water Spells
1. Create water
2. Domination of lesser elementines
3. Lasting breath
4. Mudflow
5. Purify
6. Ray of fire / ice
7. Resist cold
8. Rusting grasp
9. Seasong / windsong / firesong
10. Shapes
11. Sound the deeps
12. Wall of vapour

Thursday, 2 January 2014

2014 Ahoy!

As a few other people have been doing, I thought I'd write a quick post with some D&D / writing intentions for the new year.
  • Continuing my Ix / Dying Sun campaign. The PCs are now hovering at the border of 5th level. By means of advanced XP granting techniques, I'm hoping we'll get into the high levels (15th+), and potentially some epic events, by the end of the year.
  • The Complete Vivimancer is in the process of being illustrated by the illustrious Cadanse D. We're hoping for a late January / early February release on this one.
  • I'd like to release a free PDF supplement of vivimantic material -- adventures, monsters, magic items, random tables, etc (see here for more details). I already have some nice submissions from Derek Holland, Noah Stevens and Alex Schröder, and will add some stuff of my own. If anyone has any ideas for something they'd like to submit, please send it my way!
  • Project codename Wormwood, a micro campaign setting which I've been working on with Greg Gorgonmilk, is bubbling away, and may possibly be ready for publication this year. We're both planning to run some games in the setting soon, in my case probably using the LotFP rules (plus some house rule tweaks).
  • Since finishing the writing of The Complete Vivimancer, I've been contemplating starting on another such supplement. Many different types of specialist wizard have been vying for my attentions... diabolists, elementalists, illusionists, necromancers, thaumaturges... I've even thought about having a go at my own take on the semi-classic alchemist class. In the end, however, it seems like the elementalist has won over. Today, in fact, I have started playing around with spell lists, rules for single-elemental specialists, and ideas for new spells. See below for a little taster.
  • I've also thought about writing a supplement on "priests of specific mythoi" (to use the 2e terminology). I have some vague ideas for this, but nothing committed to virtual paper as yet.
  • And lastly, I have a few ideas for small adventures I'd like to publish in some form. One is actually half-written already, so just needs dusting off and finishing up.
Here's an example of one of the new elementalist spells I've been coming up with. It was inspired by the druidic purify water, but has been adapted and expanded for elementalists.

Purify
Level: 1
Duration: Instant
Range: 30'

This spell has the effect of purifying quantities of elemental substances. It can affect matter of all four elements, the exact target chosen as the spell is cast. The effect of the spell varies depending on the element upon which it is cast, as follows.

Air: Poisons are removed from the air in a 10' radius. Alternatively, stale air in a 10' radius area may be refreshed with oxygen, making it once more breathable.

Earth: Impurities in a 2' cubic area of earth, stone or metal are removed. Valuable ores and minerals can thus be cleanly extracted.

Fire: The heat of a single normal (i.e. non-magical) fire of up to one cubic foot per caster level is intensified, burning fuel at twice the normal rate. The affected fire, when used in combat, thus inflicts +1 damage, and gains the ability to harm creatures which are only affected by magic. The flame of a burning torch counts as one cubic foot of fire. Purified fire may also be required by various magical processes.

Water: Up to four gallons of liquid per caster level are rendered safe to drink. Poisons and toxins of all sorts are removed.

Saturday, 29 September 2012

Theorems & Thaumaturgy -- Preview Chapter!

Yes, it's still happening!

My intention now is to finish the book in the next month -- all that remains at this stage is layout, which I have begun this evening.

For your delectation, here's the first chapter which I've fully laid out: The Elementalist. Enjoy :)

Thanks to Cadanse D and Kelvin Green for the awesome illustrations!

Thursday, 23 June 2011

Embarking on a self-publishing venture!

For some time I've been thinking about the possibility of making a book compiling all the new spells and magic-using classes I've been coming up with. So the other day I cut and pasted it all together into a single document, just out of interest to see how much content I have already. And, to my surprise, it came to almost 40 pages! This has galvanised me to complete the project.

After a bit of preliminary organisational work, I've decided that I'm going to compile a book with the following content:
  • The elementalist class (available here). Possibly expanded with some additional spells.
  • The necromancer class (which I've been working on for a while "behind the scenes", and which already has about 50 new spells).
  • The fey class (available here). Also possibly expanded with some additional spells.
  • The expansion of the illusionist class which I've been working on.
  • Edit: Just maybe the hypothesised nature mage, if I feel really inspired. I think it'd be a very cool class, but I'd only include it if I thought I'd be able to do it justice.
  • A selection of magical tomes (each containing a bunch of new spells around a specific theme -- including, for example, the tome of the spider mage).
  • Any other random bits & pieces relating to arcane magic which I feel like throwing in!
Everything will be specifically compatible with Labyrinth Lord, but of course that means it's equally usable with Swords & Wizardry, B/X D&D, AD&D, etc.

Primarily I'm doing this for my own pleasure. I think it'd be totally cool to have an actual properly printed book of my own classes and spells to use in my games! But of course, once I've gone to the effort of writing, compiling and laying everything out, and then publishing it on Lulu, then it'll certainly be available to other people as well.

I don't have a name for the book yet, and no idea what to do about artwork! As it's purely a hobbyist thing, I don't really imagine investing any money in this venture (i.e. to pay artists), but it would of course be nice to have at least a good-looking cover (I'm imagining old-school style black & white illustration to go along with the LL books). If any artists reading this are up for drawing some stuff, please let me know -- I could probably offer you a print copy of the book if all goes well!

Any thoughts or suggestions most welcome!

Wednesday, 16 February 2011

The Elementalist - a new class for Labyrinth Lord

Tis done! I've just gathered together all the new spells I've posted here over the last X amount of time (not sure how long it's been) pertaining to all things elemental, and formatted them into a PDF for easy and pleasurable use at the gaming table. Contained within is the elementalist class, with a full spell list of 1st to 9th level spells, and an array of new elemental creatures to be summoned.

You can download the PDF here.

None of my players have rolled up a character using the new class as yet (though anyone who gets a good Int score will be bound to receive some hints from me now ;), meaning that all the new spells and monsters are gloriously un-playtested. I'd be delighted to get feedback from anyone who uses the class or any portion of the spells or monsters in the PDF in their own games!

Tuesday, 1 February 2011

Elementalist spells 5

Continuing my work on an elementalist class for Labyrinth Lord, a couple more low-level elementalist spells just sprang unbidden into my mind, so here they are, hot off the mental press. The first is the semi-obligatory 'fairly decent damaging spell for 1st level casters', which I've been wondering about for a while (as elementalists don't have access to the magic-user's favourite, magic missile).

The rest of this post is designated Open Gaming Content according to the Open Gaming License.

Ray of Fire / Cold
Level: 1
Duration: 1 round, +1 round per 3 levels
Range: 40'

A jet of flame or icy cold shoots from the caster's fingertip, causing 1d8 hit points damage to a single target in range if a successful attack roll is made. The ray may be used to attack once per round for the spell's duration, and can be targetted against a new opponent each round.

The caster must choose which effect to create (fire or cold) when memorizing the spell.

Shapes
Level: 1
Duration: See below
Range: 20'

This spell gives the caster the ability to form patterns and shapes in a chosen elemental substance within range. Typically this spell is used to create forms in the motion of flames, the flow of water or the spiralling of smoke, but it can also be used to inscribe patterns in soft earth or dust. The forms created have no magical effect, but may be used to entertain or frighten on-lookers, or perhaps to pass messages.

The spell's effect lasts as long as the caster maintains concentration and performs no other actions.

Friday, 28 January 2011

Elementalist planar spells

Here are a few more mid- to high-level elementalist spells dealing with travel to the elemental planes, an obvious area of magic for an elementalist which I'd not previously thought about.

(I felt sure there was already a spell granting the ability to survive in and travel through the elemental planes, but I wasn't able to find it. Maybe I'm missing something though...)


I've also thrown in a super-dangerous summoning spell, just for fun :)

The rest of this post is designated Open Gaming Content according to the Open Gaming License.


Elemental Plane Protection

Level: 5
Duration: 1 hour per level
Range: Touch

This spell grants the target the ability to survive the natural environmental hazards of one of the elemental planes. The target gains the ability to breathe and to move freely through the matter of the chosen plane, and is unharmed by any pervasive damaging effects such as the omnipresent flames on the plane of fire.

Elemental Plane Protection, 10' Radius

Level: 7
Duration: 1 hour per level
Range: 10'

This spell grants protection from the harmful effects of one elemental plane, in the same manner as the 5th level spell elemental plane protection. All creatures remaining within the area of effect are protected.

Elemental Gate
Level: 9
Duration: See below
Range: 30'

This spell works in the same manner as the 9th level magic-user spell gate, but can only be used to contact powerful beings on the elemental planes.

Elemental Portal
Level: 8
Duration: 1 hour per level
Range: 30'

This spell opens a connection from the prime material plane directly to one of the elemental planes as chosen by the caster. The portal is 10' in diameter, and allows creatures to travel both ways -- the caster and allies may use it to enter the elemental plane, but it also allows elemental creatures to enter the material world. The portal can only be created in a location where there is an abundance of the appropriate element -- a volcano, an ocean, a mountain top, etc.

Elemental Portal, Greater
Level: 9
Duration: See below
Range: 30'

Similar to the 8th level spell elemental portal, this spell allows the caster either to open a permanent portal to an elemental plane or to open a temporary portal in a location without an abundance of the appropriate element. In the latter case the portal lasts for 1 hour per caster level.

Elemental Wrath
Level: 8
Duration: 1 turn per level
Range: 120'

This dangerous spell allows an elementalist to unleash a powerful and violent elemental being which embodies the wild and destructive nature of the elements. The spell requires an 8 hour ritual to cast, including the sacrifice of 1000gp worth of rare materials, and can only be cast in the presence of a large quantity of the appropriate element -- a huge fire or volcano, a hurricane, a waterfall or raging ocean, a barren mountain side. The summoned being has the qualities of a normal 16HD elemental, with the following differences: 32HD, AC -4, can only be damaged by +3 or greater enchanted weapons, 6d8 damage, double movement rate. These creatures are 100' tall, non-intelligent and incredibly violent. The summoned elemental cannot be controlled by the caster or by any spell or magic item, and has the sole aim of causing as much destruction as possible during the duration of its summoning.

Wise casters seldom use this spell, and those who do ensure that they have some readily available means of escaping from the path of the summoned creature. Even if the caster avoids the creature's wrath, casting this spell is extremely taxing, and there is a 5% chance that the caster's Constitution will be permanently reduced by 1d4 points.

Saturday, 22 January 2011

Elementalist spells 4

Here are a few more miscellaneous elementalist spells which have been clattering around in my mind. They're beginning to branch out into more obscure regions of magic, now that I've got the basic summoning spells worked out.

The spell list is looking pretty solid now (except at 8th level, which is still a bit thin), and I'd be happy to let someone use it in the game. Here's the updated list, including all the new spells I've created so far.

1st level
  1. Burning hands (MU)
  2. Create water (C)
  3. Feather fall (MU)
  4. Manipulate fire (MU)
  5. Purify water (D)
  6. Read magic (MU)
  7. Resist cold (C)
  8. Unseen servant (MU)
  9. Wall of vapor (I)
  10. Summon lesser elementine (new)
  11. Banish elementine (new)
  12. Firelight (new)
  13. Lasting breath (new)
  14. Seasong / windsong / firesong (new)
2nd level
  1. Fire trap (MU)
  2. Fog cloud (I)
  3. Heat metal (D)
  4. Produce flame (D)
  5. Pyrotechnics (MU)
  6. Resist fire (C)
  7. Summon greater elementine (new)
  8. Elemental cancellation (new)
  9. Tidal force (new)
3rd level
  1. Fireball (MU)
  2. Fly (MU)
  3. Gust of wind (MU)
  4. Protection from fire (D)
  5. Stone shape (D)
  6. Water breathing (MU)
  7. Banish elemental (new)
  8. Summon elemental I (new)
4th level
  1. Fire shield (MU)
  2. Flash fire (D)
  3. Ice storm (MU)
  4. Lower water (D)
  5. Move earth, lesser (MU)
  6. Temperature control (D)
  7. Wall of fire (MU)
  8. Wall of ice (MU)
  9. Summon elemental II (new)
  10. Contact elemental spirit (new)
5th level
  1. Atmosphere bubble (MU)
  2. Cone of cold (MU)
  3. Control winds (D)
  4. Distort distance (MU)
  5. Flame strike (C)
  6. Passwall (MU)
  7. Transmute rock to mud (MU)
  8. Wall of stone (MU)
  9. Summon elemental III (new)
  10. Command elemental I (new)
6th level
  1. Control weather (MU)
  2. Freezing sphere (MU)
  3. Part water (MU)
  4. Move earth (MU)
  5. Summon aerial servant (C)
  6. Command elemental II (new)
  7. Summon greater elemental kin (new)
7th level
  1. Control weather, greater (D)
  2. Earthquake (D)
  3. Fire storm (D)
  4. Statue (MU)
  5. Wind walk (C)
  6. Command elemental III (new)
8th level
  1. Incendiary cloud (MU)
  2. Amalgam of fire and water (new)
  3. Amalgam of earth and air (new)
9th level
  1. Meteor swarm (MU)
  2. Imprisonment (MU)
  3. Demand (new)
  4. Pact of brass (new)
The rest of this post is designated Open Gaming Content according to the Open Gaming License.

Amalgam of Earth and Air
Level: 8
Duration: 1 turn
Range: See below

With this powerful spell an elementalist can conjure a large quantity of a bizarre substance possessing the qualities of both earth and air. This amalgam can be formed into any shape the caster desires, and is of a volume up to 10 cubic feet per caster level. The caster has complete control over the amalgam for the spell's duration, being able to determine its properties from any of the following: solid or substanceless, heavy or weightless, breatheable or suffocating. The amalgam's form and properties can be altered incredibly quickly with a mere thought from the caster, and he is able to move it at will up to 60' per round. At the end of the spell's duration the amalgam disappears instantly.

Amalgam of Fire and Water
Level: 8
Duration: 1 turn
Range: See below

Similar to the spell amalgam of earth and air, this spell creates a like quantity of a substance which possesses the qualities of both fire and water. The properties which the amalgam can exhibit include any of the following: cold or hot, smothering or burning, falling or rising. The amalgam can cause up to 3d6 hit points damage per round to creatures inside its volume, due to extreme cold, heat or burning.

Contact Elemental Spirit
Level: 4
Duration: 1 turn
Range: 120'

This spell allows an elementalist to awaken the latent elemental spirits which inhabit natural features on the prime material plane such as lakes, rivers, great vistas, mountains and volcanoes. The summoned elemental is friendly to the caster, who is able to converse with it for the duration of the spell. The elemental cannot serve the caster in any way except to divulge information the caster desires to know which is within its feasible sphere of knowledge.

Seasong / Windsong / Firesong
Level: 1
Duration: 1 turn per level
Range: 30'

This spell weaves a subtle enchantment into the natural sounds of the sea, rivers, a fire or the wind. A source of such sound must already be present, the spell cannot artificially create or enhance it. The enchanted sound takes on a hypnotic song-like quality which can affect creatures in range in one of two possible ways (chosen by the caster upon casting the spell). Firstly the spell can be used to lull all creatures failing a saving throw versus spells into a state of drowsiness and unalertness. Alternatively the spell can be used to bring about a soothing and refreshing sleep in willing targets, allowing them to heal 1hp of damage after a full night's rest.

Summon Greater Elemental Kin
Level: 6
Duration: 1 turn per level
Range: 120'

This spell allows the caster to conjure forth a variety of creatures from the elemental planes. At 11th level the caster can choose to summon a djinni, sea serpent or xorn. At 13th level he may alternatively summon a flame salamander. At 15th level he may summon a frost salamander, and at 17th level an efreeti.

The summoned creature is bound to serve the caster unerringly for the duration.

Saturday, 15 January 2011

Elementalist spells 3

Following on from the elementines, here are the spells to summon them, in addition to a few more low level elementalist spells. The elementalist spell list is rounding out quite nicely now, at the low levels especially.

The rest of this post is designated Open Gaming Content according to the Open Gaming License.


Banish Elementine

Level: 1
Duration: Instant
Range: 120'

This spell causes summoned elementines to return to their plane of origin. The number of creatures affected depends on the caster's level - up to 1 HD per level.

Firelight
Level: 1
Duration: 1 hour, +1 turn per level
Range: 90'

The elementalist conjures forth a ball of flickering flame, which sheds light but not heat. The ball of flame can be manifested around the caster's hand, around an object he holds (such as a staff), or floating above his shoulder. The flame produced cannot be used to ignite other objects, and cannot cause damage. However at any point during the spell's duration, the caster may cause the flame to flare suddenly, dazzling any creatures within 30' who fail a saving throw versus spells. Dazzled creatures suffer -2 to attack rolls for 2 rounds. The caster is not affected by the flare, but his allies may be, unless warned to shut their eyes. After the firelight flares it disappears and the spell ends.

Lasting Breath
Level: 1
Duration 1 turn
Range: 10'

The creature touched gains the ability to go without oxygen for the duration of the spell. This can grant water-breathing creatures the ability to function in an air medium, and air-breathing creatures to function underwater, for example. One creature per caster level can be affected.

Summon Greater Elementine
Level: 2
Duration: 1d4 rounds, +1 round per level
Range: 60'

This spell functions in the same way as summon lesser elementine, but conjures a greater elementine of a type chosen by the caster.

Summon Lesser Elementine
Level: 1
Duration: 1d4 rounds, +1 round per level
Range: 60'

This spell summons a lesser elementine of a type chosen by the caster, which appears within range. The caster has complete control of the elementine for the duration of the spell, and can command it to attack nearby foes or perform other tasks within its capabilities.

Tidal Force
Level: 2
Duration: 1 round per level
Range: 60'

This spell creates an amplified tidal force which enables the caster to influence the movements of bodies of water and water-based creatures (including most humanoids and animals). Each round the caster must choose which direction the tidal force will push. All affected creatures in range must make a saving throw versus spells or be pushed 20' in the chosen direction. The spell does not have the force to lift creatures off the ground or to prevent them from falling.

Thursday, 13 January 2011

Elementines

So, having the standard elementals, the "para"-elementals, and the expanded selection of spells to summon and control them all out of the way, the next step in my building of an elementalist summoner class is the creation of some new monsters! The existing elementals are all in the mid- to high-level range (8 to 16 HD), with the low-level end of the spectrum being pretty much devoid of summonable elemental creatures. Part of my vision for the elementalist class is that they should be able to summon elemental creatures to their aid even at 1st level, so clearly some weak but interesting new creatures are needed in the 1 to 4 HD range. I've termed these lesser elementals "elementines". The four classical elementines are presented below, and spells to summon and control them will be coming soon.

You may notice the connection between the fire elementine and the AD&D 2nd edition
flaming sphere spell (which doesn't exist in Labyrinth Lord). Those are the lines I was thinking along when developing the elementines.

The rest of this post is designated Open Gaming Content according to the Open Gaming License.

Elementines
Elementines are semi-intelligent beings made of pure elemental matter of one kind or another. They are native to the elemental planes, but can be summoned by certain spells. Elementines can only be harmed by magic and magical weapons.

There are two different power levels of elementines, and the type present will be determined by the spell used to summon them. Lesser elementines have AC 4, HD 1 and are generally around 2' in diameter, whereas greater elementines have AC 2, HD 3 and are around 5' in diameter.

Fire Elementine
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 4/2
Hit Dice: 1/3
Attacks: 1
Damage: 1-2/2d4
Save: F1/F3
Morale: 10
Hoard Class: None
XP: 10/50

Fire elementines appear as a sphere of flame. The creature attacks simply by touching an opponent, causing damage and the ignition of flammable materials.

Air Elementine
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 180' (60') - flying
Armor Class: 4/2
Hit Dice: 1/3
Attacks: 1
Damage: Special - see below
Save: F1/F3
Morale: 10
Hoard Class: None
XP: 10/50

Air elementines are formed of powerful wind vortices, and are usually only visible by the dust which they stir up as they move. They 'attack' foes by surrounding them with their chaotic air currents, not causing any damage but potentially distracting and confusing the target. A creature successfully attacked by an air elementine suffers -2 to its attacks due to the distraction, and cannot cast spells or use missile weapons. These effects last for one round. A creature attacked by a greater air elementine must also make a save versus paralysis or be stunned for 1d4 rounds.

Earth Elementine
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 4/2
Hit Dice: 1/3
Attacks: 1
Damage: Special - see below
Save: F1/F3
Morale: 10
Hoard Class: None
XP: 10/50

Earth elementines can only manifest within a large body of stone or earth - usually the ground. They can move within this earth medium without being noticed (except by detect magic), and attack by disrupting the ground beneath an opponent's feet. The attack does not cause any damage, but the target is usually knocked over and is stunned for one round. Attacks by greater earth elementines cause the target to be stunned for 1 to 3 rounds.

Water Elementine
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 120' (40') - swimming
Armor Class: 4/2
Hit Dice: 1/3
Attacks: 1
Damage: 1-2/1d6
Save: F1/F3
Morale: 10
Hoard Class: None
XP: 10/50

Water elementines appear as a spherical or snake-like formation in a body of water, and can only be summoned where a sufficient quantity of water exists - at least a small pool. They cannot leave the body of water from which they are formed. They attack by overwhelming opponents, causing damage by drowning. Creatures which can breathe water are unaffected by a water elementine's attacks, but fire-based creatures suffer double damage.

Sunday, 9 January 2011

Elementalist summoning spells 2

Continuing my work on an elementalist class for Labyrinth Lord, here are some mid-level summoning spells. These spells form the basic tools for an elementalist summoner -- they don't have any particularly exotic effects, but I want to get the foundations laid before moving on to the more unusual spells.

The rest of this post is designated Open Gaming Content according to the Open Gaming License.

Banish Elemental

Level: 3
Duration: Instant
Range: 120'

This spell causes summoned elementals to return to their plane of origin. A single elemental, of any number of Hit Dice, is affected.

Command Elemental I
Level: 5
Duration: 1 turn per level
Range: See below

This spell has two possible effects, chosen by the caster at the moment he casts the spell. Firstly it may be used to take control of an elemental of up to 8HD within 120'. A free-willed elemental is allowed a saving throw versus spells to resist, but if it fails it must obey the caster's commands unfailingly for the spell's duration. If the targetted elemental is already under the control of another wizard (either by use of this spell, or as the result of a summoning), there is a base 50% chance that the caster can gain control of it. The chance of success is modified by 5% per level difference between the caster and the controlling wizard.

Alternatively, the spell may be used to augment a subsequent casting of summon elemental I, cast within the duration of 1 turn per level. In this case the duration of the summoning is reduced to the remaining duration of this spell, but the elemental can be controlled without concentration, and without any risk of it turning on the caster.

Command Elemental II
Level: 6
Duration: 1 turn per level
Range: See below

This spell works in the same way as command elemental I, but can either be used to gain control of an elemental of up to 12HD, or to augment a casting of summon elemental II.

Command Elemental III
Level: 7
Duration: 1 turn per level
Range: See below

This spell works in the same way as command elemental I, but can either be used to gain control of an elemental of up to 16HD, or to augment a casting of summon elemental III.

Elemental Cancellation
Level: 2
Duration: Permanent
Range: 120'

Similar to the 3rd level magic-user spell dispel magic, this spell enables an elementalist to cancel ongoing elemental-based magical effects. When memorizing this spell the caster must choose which of the four primary elements (fire, air, earth, water) will be affected. Only magic of the chosen element may be dispelled, but in all other respects this spell functions in the same manner as dispel magic.

Summon Elemental I
Level: 3
Duration: Permanent
Range: 240'

This spell functions in the same way as the 5th level magic-user spell conjure elemental, but summons an elemental of the weakest type - with 8HD. In addition to the standard fire, air, earth and water elementals, elementalists are also able to summon a variety of alternative elementals using this spell.

Summon Elemental II
Level: 4
Duration: Permanent
Range: 240'

This spell functions in the same way as the 3rd level summon elemental I spell, but summons an elemental of the middle type - with 12HD.

Summon Elemental III
Level: 5
Duration: Permanent
Range: 240'

This spell functions in the same way as the 3rd level summon elemental I spell, but summons an elemental of the greatest type - with 16HD.