Showing posts with label Spells. Show all posts
Showing posts with label Spells. Show all posts

Friday, November 10, 2017

New OSR Spell - Summon Gremlins of Nightmare

Sleep is a pathless labyrinth,
Dark to the gaze of moons and suns,
Through which the exile clue of dreams,
A gossamer thread, obscurely runs.
The Maze of Sleep  (1912)
by Clark Ashton Smith


Summon Gremlins of Nightmare
Level: illusionist 2, wizard 3, witch 2, shaman 1 Range 120 feet, Duration 6 turns (1 hour)

The wizard, shaman, witch or illusionist reaches deep into the realms of dreams & phantasms opening a portal for the least demonic spirits of dreams. 1d12 of them will pour fourth temporarily into the waking world to cause havoc & chaos. They will have 1d3 temporary hit points & be able to attack a target that the caster designates for 1d4 points of damage. These creatures will pull hair, trip anyone they can, & cause as much havoc & mayhem that they can.
Shamans have a natural affinity for these spirits of spite & imagination, they often deal with them when bargaining for passage into the dream worlds to act as guides for the shaman. This spell causes these spirits to have passage and free reign in the waking world something relish to cause as much weirdness & chaos as possible.
There is a 30% chance of a PC tripping over an object or obstacle that has been left behind by the activities of these spirits. There is a 4% chance that a gremlin spirit may take special interest in one of the PC's and single them out for torment. Rumors of Hyperborean children using a variation  this spell to summon wicked play mates may only be nasty rumor. This spell is often used to summon distractions & nuances of the highest caliber. 



Brui Enru The Boy Wizard of Oralatha
who created The Summon Gremlins of Nightmare spell & was later consumed by a demon of Nightmare of the sixth circle.


There is a 70% chance that the entropic energies of the Gremlins of Nightmare will infect any complex machinery within the area of effect even after the gremlins disappear in puffs of doubt & reality. Further there is a 5% chance that a demon of nightmare from 'the Greater Depths of Nightmare' may come forth the portal that this spell creates. Such entities must be controlled or cowed into submission with Charisma & Wisdom contests with such entities. If ten or more Gremlins are present they may try to possess someone within the area of the spells effects.



Thursday, July 6, 2017

New Spell - The Mists of Vulthoom For Your Old School Campaigns




A radium pistol flew through the low evening air hitting the side of the red stone ruin with a low crack & thud breaking the butt & firing chamber
'Er's Rce' said the 'Rel The Strong' the mercenary Martian warrior in no certain terms.
'We've been on this path for over two days now along the dead sea bottom.'
'There is no way to escape our fate.'
'We're out of ammo, our long swords are broken, face it we should sing our death songs'
There is way out my friend. And with this Hashic Vro Tholian occultist began to intone ancient & forbidden tones from The 'Vulth' russ'. 
Strange green & yellow mists formed around the occultists hands & strange semi molecular fields played through the sub quantum. After a few hours  in his hands was a strange wand of silver & jet.
'Now friend Rel we shall greet our strange guests from the Astral plane in Martian style.'
'A rod of disintegration of the ancient ones?!' 
'Tis a temporary thing at best friend'
The first of the strangely tattooed warriors materialized from thin air in front of the occultist.
'Shoot it!'screamed the low lander Martian
With an incantation of thanks to Vulthoom
 
Hashic Vro fired the weapon at the on rushing servant of Chaos.

The Mists of Vulthoom  
Wizard/Occultist
Level 4
Range:self
Duration: 1d6 hours 

The caster uses the power of the alien god of Mars to call upon its vast knowledge of forbidden black sciences to summon a temporary object from the god's memory threads between reality. The spell will take two hours to cast as the caster uses ancient alien tones from Martian forbidden book of magick  The 'Vulth' russ'.
The super science relic will be something from a memory of the god (ergo up to the DM) but will be some ancient weapon or object from the past. 
Vulthoom however will have his due from the wizard later on in the form of a favor or some other minor quest. The object will last for 1d6 hours & then vanish into nothingness from whence it came.

Sunday, July 3, 2016

New OSR Monster - The Caeglilkaka Aka The Soul Drummers of Asmodeus For Your Old School Campaigns


Hell makes pacts with anyone willing to further its cause bring the ticking clock closer to the time of Judgement day so it has been on all planes since the beginning of time. When a world passes into the grip of Chaos then do the drums of Admodeus court begin to sound. The dull beating & throbbing of damnation against the back point of reality. The Caeglilkaka are giant devils of almost giant ghostly appearance. They are the soul drummers who act as Hell's bards to count, collect and  absorb the damned souls on their way to their final rewards.
Adventurers often run into these devils upon planes where the world has passed on and they come to collect the souls of the damned.
The Caeglilkaka are also devils who will often make pacts with evil diabolists & cults for kingdoms of the damned or Earthly infernal domains to rule in the ruins of the wastes of former strong holds of Law. They also delight in tormenting those who serve law.
 



Frequency: Uncommon 
No Appearing: 1 or more rarely 1-4 
Armor Class:-3 
Move: 20"
Hit Dice: 10 +40 points 
% in Lair: Nil 
Treasure Type:C
No of Attacks: 2 or 1 weapon
Damage: 7-12 /7-12 or by weapon +6 
Special Attacks: See Below 
Special Defenses: See Below 
Magic Resistance: 75% 
See Below
Dexterity:13
Saving Throw:14
Morale:10
Intelligence: Very High 
Alignment: Chaotic 
Size: 18' tall
Psionic Probability: Nil 
Experience Level: VII /2800 +15 per hit point 
The Caeglilkaka possess the following Infernal based abilities standard to Devil kind
  • Immunity to fire and poison.
  • Resistance to acid  and cold
  • See in Darkness (Su): Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  • Summon (Sp): Some devils share the ability to summon others of their kind (the success chance and type of devils summoned are noted in each monster description).
  • Telepathy.
Except when otherwise noted, devils speak Infernal, Angellic, and Draconic.

The Caeglilkaka have the strength and baring of Hill giants with the temperament of a twisted lawyer or scholar combined with a musician. They are often accompanied by bands of minor devil kind or 1d10 parade of the damned baring musical instruments. Bearded or horned devil wranglers often bring up the rear of such groups. The Caeglilkaka keeps a constant rhyme on its drum of the damned for each soul it collects and keeps count of. Each of the drum sticks is a +6 weapon capable of damaging ghosts, spirits, and creatures normally immune to normal weapons.  Both of its hands and feet have wicked claws capable of spitting soft metal or bone with easy. It uses these to rake targets for 7-12 /7-12 points of damage.
 Upon these beings chest is a skull that once per hour is able to cast a symbol of hopelessness and below it is the face of slain minor angel capable of acting as a symbol of insanity.
This being's razor sharp wings are capable of slicing a man in half and work as +3 weapons and once per hour these wings can casting a hypnotic pattern like spell effect. The Caeglilkaka is also able to gate in another of their kind twice per day if a particularly difficult soul to collect is around. They have a stinger concealed in their tails, they have fast acting sleep poison capable of acting just like a sleep spell. They are able to shrug off most spells below third or better levels with a successful save. The Caeglilkaka are often found prowling the Astral & Outer Darkness they often hunt down stray ghosts & the spirits of the newly dead.

At will one of the following powers can be used by the Caeglilkaka  during a melee round: comprehend languages, detect invisibility, detect magic, ESP, invisibility, levitate, polymorph self, and read technology or magic.In addition the Caeglilkaka has a breath weapon of hell fire usable three times per day that is able to be projected in a fifty foot long cone of infernal fire capable of doing 1d8+6 points of damage. Once per week the Caeglilkaka is able to call in a minor avatar of death to escort the damned down to their final reward.


The Caeglilkaka are often called to the plane Prime for the express purpose of pin pointing a time and place for the Apocalypse to begin. Since they are the lore masters and bards of Hell they are also summoned to learn the secrets of the damned. They are master gossips and collect the stories of the damned. From secret treasure stashes to the last will & testament of forgotten kings these devils have a vast memory of ancient and long forgotten detailed stories of tragic legends and epic ballads ready at a moment's notice.

Call The The Caeglilkaka

Conjuration- Summoning 

Level: 7 wizard or 8nd level cleric   


Casting time: Three hour rite 
Save: none
Duration: 1d20 months
Spell Resistance: No    Range: See Text

To call the Caeglilkaka, the caster must have 1d20 acolytes accompanying him for this rite. The caster must have five thousand gold pieces worth of secret governmental or military documents. These must be burned in an inverted circle of summoning while intoning the words of power. A shaft into Hell will open at the caster's feet and a hell mouth will appear after the rite 
the Caeglilkaka will step forward demanding who called them. They will demand a 2000 gold piece magic item and the caster must provide this minor demand or be dragged off to Hell themselves. They are almost always summoned to give advice on the stories of the damned, to tell the time and place for the coming Apocalypse and for advice in matters of the damned such as necromancy.   These are beings not to be trifled with.

Thursday, June 16, 2016

New OSR Monster - The Etulkotuatu Demon Mercenary Generals of Hell For Your Old School Campaigns


Hell is everywhere and has its spies, agents, and workers moving among  mortals across the many scattered plans. There are free agents of Hell who were once  great warriors, generals, tyrants, and the like but have since been twisted into demons of the first order. These beings are the great heroes and mercenaries of the wars of attrition in Hell. They live an existence of war and have been twisted by countless battles until their minds except that  life is without objective meaning, purpose, or any value. These beings emphasizes speed, technology, youth, and violence, and objects of wealth to snare souls in their webs of warfare & battle.



They are often summoned to the Material Plane for the express purpose of leading, creating,composing, and recruiting armies for tyrants and mad men by black magicians. They are pitched faced demons with severe faces twisted by the horrors of war and Hell dressed in the death shrouds of innocent soldiers. Though the Etulkotuatu seem reedy and thin, they're bodies hide a tough as iron set of muscles capable of tearing through bone, flesh, and even light metals with easy. They're bodies are racked with pock marked skin and rangy slightly decaying flesh rimed with brimstone. The Etulkotuatu are often created from the damned  souls of soldiers and generals who died in the Atomic fires from alternative Earth timelines. They often roam the Astral or the Ethereal. They are easily summoned and enjoy raising armies to wreck havoc on neighboring countries for the sheer fun of it.

Frequency: Uncommon 
No Appearing: 1 or more rarely 1-4 
Armor Class:-3 
Move: 20"
Hit Dice: 10 +30 points 
% in Lair: Nil 
Treasure Type:X 
No of Attacks: 2 or 1 weapon
Damage: 7-12 /7-12 or by weapon +6 
Special Attacks: See Below 
Special Defenses: See Below 
Magic Resistance: 75% 
See Below
Dexterity:15
Saving Throw:12
Morale:10
Intelligence: Very High 
Alignment: Chaotic 
Size: 8' tall
Psionic Probability: Nil 
Experience Level: VII /2700 +14 per hit point 

These creatures bodies are actually warped frames of muscle and rock hard tissue honed by an eternity of constant warfare. They have 1800 strength they use to great advantage with their wicked sickle like talons; they strike for 7 -12 hit points of damage. They often have a personal magical weapon or piece of relic technology that they use in battle. They often use a magical shield as well. They gain a +3 to hit bonus when so armed.
The Etulkotuatu have all of the usual demonic immunities and can use the following powers: dimension door three times per day, become ethereal once per day, magic jar once per day, pass wall four times per day, repulsion once per day, wind walk once per day, word of recall once per day.
At will one of the following powers can be used by the Etulkotuatu during a melee round: comprehend languages, detect invisibility, detect magic, ESP, invisibility, levitate, polymorph self, and read technology or magic.
The Etulkotuatu also has an innate ability to read, know, and use any technologies it comes across. In fact one of the reasons why an Etulkotuatu is summoned to the material plane is often to help identify some piece of relic or forgotten technologies. It has a special knack for weapons of violence and warfare, these abilities can be used four times a day.

Once per month under the light of the stars of the damned when the constellations of stars are right the Etulkotuatu may raise an army of 1d100 zombie like warriors under their control. These beings are filled with a demonic essence of the Etulkotuatu's corruption and act upon even destruction of themselves to carry out the will of their demonic masters. They are in almost all respects the same as Ju Ju zombies.



 Call The Etulkotuatu

Conjuration- Summoning
Level: 7 wizard or 8nd level cleric  

Casting time: Three hour rite 
Save: none
Duration: 1d20 months
Spell Resistance: No    Range: See Text


To summon The Etulkotuatu, a rite of blackest magick must be cast in an abandon fortress or military base. There must be no more or less then fifteen acolytes of darkness and the head wizard or black cleric. The rite is cast on the hidden month of the soldier's damnation a time when soldiers without hope or fear are returning home after losing a battle with murder on their minds. Items of battle, loss, and murder must be gathered from burned villages or homes. These items are arranged in a very special sign or sigil sacred to the the Etulkotuatu and their orders. An offering of no less then two hundred thousand gold pieces in pillaging or artwork must be brought as an offering. These items must be burnt up at the height of the rite and earth shall split as a hell mouth appears along with the  Etulkotuatu called from the depths of Hell or the Underworld.
The hell mouth will open in a fifty foot radius and the acolytes must spread a ring of sacred oils, salts, and soldier's blood lest the hell mouth open further or release a demonic army with the Etulkotuatu leading it to obliterate all within a mile of the rite before the powers of Hell and Heaven call back the mocking damned and their mercenary generals. Once the Etulkotuatu is called the wizard or black cleric has 1d10 rounds to state his case for calling the Etulkotuatu to the mortal plane or be dragged back into the depths of Hell itself never to be heard from again. They are almost always summoned to give advice on battles, lead the armies of a tyrant nation, or to help divine weapons and artifacts of war. These are beings not to be trifled with.
They must be payed with the blood and souls of the innocent in times of war.


These are demonic mercenary  generals who can be used for high level mercenary domain level campaigns of sword, super science and sorcery in old school or retroclone games.



Friday, June 10, 2016

1d20 Random Bookmark Guide Encounter Table & Call Bookmark Guide Spirits Spell For Your Old School Campaigns

Between the pages of a wizard's spell book there is often a very elaborate bookmark or other marking device that is far more then an adventurer or wizard might be expecting when they find the a spell book waiting to be plundered in a dungeon or a former rich land owner's estate.



There are spirits and ghosts of knowledge who are drawn back to Earth to serve as the guiding lights of wizards and clerics of particular gods of knowledge. According to Wiki a bookmark is defined as;"a strip of leather, cardboard, or other material used to mark one's place in a book." these book marks are far more created from the essences of the souls of former teachers, wizards, priests, and men or women for that matter of knowledge. Many of these book marks are very special because they bear the coat of arms, pieces of artwork, or more detailed markings which are actually pieces of the guide's souls bound within the bookmark and the book itself. Book marks are important evidence for the provenance of some spell books.



There are certain orders of artist clerics or wizards whose sole purpose is to summon these guides to complete a rare work or spell book. Many are summoned after the passing of a wizard whose spell book has been completed and the great work of their life's last page has been writ. The summoning of such a guide is a 2nd level clerical spell or a 1st level wizard spell and such guides are very important to the continuation of some magickal orders. Summoning a Bookmark guide is grey magick because it blurs the lines between life and death calling back a spirit into the service of a greater good or evil. Bookmark Guides are able to teach up to the tenth level in spells should they feel that their charges can handle it. Many chaotic or

The ritual rite of the spell various but almost always involves book, bell, and candle in a place sacred to the pursuit of knowledge.

Call  Bookmark Guide Spell
Conjuration- Summoning
Level: one wizard or 2nd level cleric    Range: See Text

Casting time: One full round
Save: none
Duration: permanent or unless the spell book is destroyed
Spell Resistance: No  
Effect: Summons a guide spirit into the specially prepared bookmark of a wizard or cleric's spell or order book


Summons forth from the depths of the realms of the dead a spiritual guide for a wizard's bookmark for  spell book or clerical parchment. A specially prepared book mark created as a work of art with no less then two hundred gold pieces worth of ink and pigments must be prepared ahead of the spell. Once the spirit is summoned from the afterlife and bound into the book mark he or she may telepathically advise and council the owner of the spellbook. Those trying to steal such an item will be under the effects of a minor curse and subject to the spirit as a ghost per the edition of D&D that you are using. These spirits often harry thieves for 1d10 months and take special delight in tormenting such fools. The order or owner of the book will be informed of the thief's identity and if still alive should retrieve their property. 
Casters should beware of over using and taxing this spell unless their occult order or priestly line specializes in it. Many gods of books, book binders, and gods of knowledge will put special restrictions upon this spell and may limit its power. Consult and work with your dungeon masters over this matter.


These spirits can often manifest as ghosts for 1d4 hours a day before being yanked back into their charges. There will often be 1d30 spirits gossiping, speaking, plotting, or consulting around a well stocked wizard's or order's library. Adventurers and outlaws will have to contend with these spirits and they can cast spells as per a 1st level cleric or a second level wizard along with the abilities of a minor ghost. Should the book, scroll or object of knowledge be destroyed 
often times spirits will be released when an object of power is destroyed. But this is not always the case there is a 20% chance that the spirit will feel responsible for the object and linger around the book out of honorable memory of the wizard or caster.
Here then are 1d20 encounters for your old school games for parties to encounter Bookplate Guardian Spirits


1d20 Random Bookmark Guide 
Encounter Table

  1. Master Iaelaulago head of the house of Dothurcan and master of the mystic arts has been bound into his life's greatest work and now I'm willing to teach you pupil. Prepare yourself and behold the wonder of magick!
  2. Korgind I was master of the elemental arts and sciences is your heart prepared to learn my occult secrets?
  3. Naliaulko I'm from a far distant star and your alien magick has bound me here. Hear the secrets of another universe student and perhaps shake the pillars of Heaven my student.
  4. Rilinduna I was mistress of six magick schools can you do any better my pupil? Come let us explore the planes and mysteries of magick together.
  5. Salaroro I'm the seventh son of the seventh son, which will you choose? Good or evil with your magickal prowess?
  6. Gunau I'm the humble servant of an alien god and horror from beyond but now I'm bound here to teach you the ways of power. Come with me and learn the black arts fool.
  7. Gurc is my name and you will learn the ways of power or by my black arts you will die. The first lesson begins now.
  8. Heldor is my name and I have taught fools like you magick, power, and the ways of life. We shall begin now.
  9. Hinduthe here have I watched eternity unfold before the many paths of life and death which you shall learn and respect. Come with me now in the eternal wisdom of our god to learn these paths of power and destiny.
  10. Sheror is power and power you shall learn today. We begin now.
  11. Thangirgurgla was once the priestess of ten thousand gods of magick and sexual power. You shall learn at my feet and grovel for my gifts fool. Now turn the page and we shall begin.
  12. Ugruling is the first step to power and within these pages is the keys to faith & power. Now we shall explore the further reaches of Heaven and Hell within.
  13. Vazg is my name and your soul is my game. We shall be playing games of blood,dust, and magick today. Now we begin with the four folded gates of Hell.
  14. Welalrtu was once a prince of the elemental plane of Earth but now I'm your guide in magick and the mysteries of our god. Come along pupil we have only a short lifetime to explore.
  15. Cathimanc is a being of power and magick within my pages you will find more treasures then mere faith and gold. I was once a being of Heaven and Hell together we shall explore the gifts of both places.
  16. Chit is alien, Chit is great, now you must come with Chit and become greater still if you have Chit's courage.
  17. Dothurcan of the house of Doth holder of the twelve keys of wisdom, and ruler of the seven truths of Com. You are my charge and by the gods you will learn my lessons.
  18. Ethirir was once a queen of her people who ruled through might and magick but today I'm beginning to teach you the dark arts and perhaps you might rule as well.
  19. Fako is a great magus and a  grand shape shifter, perhaps you might lose your identity and become a great caster as well. Now come along and let us lose our identities in the all of everything little student.
  20.  Arorotugogorgu was once the ruler of a plane of Hell for a time but now I'm bound here to teach you of all people the ways and means of magick.

This is one of my original works and before using it for a published piece please ask me. Thanks

Wednesday, May 25, 2016

1d20 Random Marrow Gnome Encounter Table & Call Marrow Gnome Spell For Your Old School Campaigns

There are things and creatures in the dungeons and ruins that clean, strip, and devour the remains of anyone they come across including dead adventurers.


Marrow Gnomes are a specialized type of Fey found in some of the deepest dungeons and sections of the nether world. They are a capricious, and highly dangerous distantly related species of Gnomes that specialize in stripping down the remains and corpses of humanoids. They are much smaller then the average Gnome standing only two foot tall and having less then half the hit points of their larger fairy cousins. They make up for this with a mean streak a mile wide and a toothy addiction to the marrow of humanoids of all sizes. The marrow gnomes also have the following innate magical powers they can use once per day; they have access to many of the most common Cantrips of wizards and magic users. They also have the ability use an acidic touch for 1d4 points of damage per round from both their impressive tiny fangs and delicate looking hands. They are servants of Entropy and have deep connections to the Negative material plane enabling them to hide in shadows a per thieves abilities. Marrow gnomes are able to work in swarms of 1d20 individuals to set traps for large humanoid prey. They are often found stripping, and cleaning the bones of their victims and many monsters often employ them to act as a chaotic but efficient clean up crew around lairs. Marrow Gnomes are notorious dungeon gossips and if paid in tiny silver trinkets or dolls toys the gnomes may let slip some important detail or rumor. Marrow gnomes are often found working for certain wizards of a diabolical or twisted bent as they often have vast store houses full of their trophies from their favorite victims. Marrow gnomes live within the walls of dungeons or in vast fungal houses in the underworld where they live and dwell.



Marrow Gnomes are often found in communities of 1d200 individuals where a 2nd or 4th level shaman or wizard will be their leader. Often rich wizards or other occultists will keep a Marrow Gnome colony as a disposal squad for troublesome  corpses, remains, and bodies. These colonies often have vaults of Type B or better treasures. They will jealously guard these treasures and the information they have on their victims very rigorously . The Gnomes are often the last rung on the ecological dungeons and ruins.Many times this results in the extermination of certain evil miniature humanoid races in dungeons because of the competition.

Calling Marrow Gnomes via a spell is a risky proposition  at best,they sometimes take offense against the wizard or magic user who calls them and begin the process of stripping off the flesh and marrow from their victims or out rightly cursing them.

 Call Marrow Gnomes
Conjuration- Summoning
Level: one wizard or 2nd level cleric  

Casting time: One full round
Save: none
Duration: permanent
Spell Resistance: No  
 Range: See Text
Effect: Calls and gates in a single marrow gnome who will listen to the proposal for engaging the services of the Gnomes. There is a 40% chance that this little servant of entropy may take offense and curse the wizard who summoned him. Otherwise within 4 rounds the Marrow Gnome will gate in 1d20 more of his colony and within another six rounds gate in another 1d100 gnomes depending upon the job at hand. The range of the spell is line of sight but the little bastards will appear within a twenty foot radius of the caster.



Adventurers and outlaws often encounter Marrow Gnomes deep in the underworld where they move among the various tiers of dungeon Fey with impunity due to their ties with underworld gods and wizards. They have deep and abiding ties with cults of Entropy and decay. Undead loath and hate  them, many ghoul clans have a hatred of marrow  gnomes because they compete for the same dungeon resources and territory areas.
Here then are 1d20 encounters for your old school games for parties to encounter Marrow Gnomes.




1d20 Random Marrow Gnome Encounter Table


  1. A troupe of Marrow Gnomes on their way back to their village with several semi precious rings looted from corpses.They may trade one or two for a particularly entertaining story or song. 
  2. A single Marrow Gnome scout looking for potential victims for his tribe to take down. There will be 1d30 of the little bastards waiting should this guy be attacked. 
  3. A marrow gnome swarm of 1d100 starving and very dangerous gnomes. They have +2 little knives to help carve up their victims. 
  4. 1d6 tribal gnome elders carrying the corpse of a wizard whom they plain too simply call from beyond the gnomes have a wizard for the rite. These bastards have 1d10 minor treasures on them. 
  5. An ancient evil is causing the gnomes to swarm and so 1d100 gnomes are going to come for your party of adventurers. 
  6. There is a curse of Biblical proportions that is  causing the Marrow Gnomes to plan an attack on the local towns. Can your party of professionals help? 
  7. A local wizard is trying to use an ancient device to enslave the local Marrow Gnomes as slaves and heretics. 
  8. A gnome with 1d6 minor treasures and trophies headed back to the colony or nest. 
  9. A shadow demon is on the prowl help clean up several of the master's Gnome mistakes. He needs to start fresh. 
  10. A marrow seller is taking his meat to market and is expecting top dollar for his creations. He is looking for the best secrets on his market supplies.
  11. Many  marrow gnomes run afoul of Carrion  Crawlers, this one is crying for help? Are you ready? He will reward each party member with a minor treasure should they save his life. 
  12. An ancient dooms day device has been found and a marrow gnome has the key taken off a dead wizard.
  13. A Marrow Gnome rot grub seller is on his way to market and is willing to trade a few magical secrets for a particular marrow flavor. This might result in the loss of an adventurer digit or limb. 
  14. A Marrow Gnome is fighting a very nasty violet fungus colony and is looking for some help. He in turn will give your PC's a map to a local dungeon. 
  15. A Marrow Gnome has the secrets of four wizards upon whom he and his clan have faced. He will trade  1d4 secrets for his life.
  16. An amazing sight as a gang of 1d100 gnomes swarming points to a very dangerous situation. Can you avoid the swarm up ahead of  you. 
  17. An ancient spell book has gone missing from your village library and the Marrow Gnomes are looking someone to do the translation of it. They will pay five silver and three gold pieces for the privilege of helping them. 
  18. A distant mutation of the usual Marrow Gnome has manifested in the dungeon and the village elders of the Marrow Gnomes are willing to pay 1d20 silver pieces for a corpse of one of these monsters. 
  19. A Marrow Gnome has the key to awaken a spawn of Cthulhu but a local cult is hunting him. 
  20. The Marrow Gnomes are hunting and tracking your party for rites and to turn them into personal meals. There will be 1d20 gnomes waiting to ambush the party. 

Monday, May 16, 2016

1d20 Random Bookplate Guardian Spirit Table & Call Bookplate Guardian Spirit Spell For Your Old School Campaigns


Before the first page of a wizard's spell book is opened the adventurer or rival wizard may have to deal with the guardians of such tomes. Since adventurers and outlaws are plundering the ancient ruins, dungeons, estates and other places of people of influence, the former headquarters or occult orders, religions, and the like they will most likely run into "Bookplate Guardians Spirit ." These are monsters and spirits of incredible aspect. But what is a bookplate to begin with? According to Wiki;"A bookplate, also known as ex-librīs [Latin, "from the books of..."], is usually a small print or decorative label pasted into a book, often on the inside front cover, to indicate its owner. Simple typographical bookplates are termed "booklabels".
Bookplates typically bear a name, motto, device, coat-of-arms, crest, badge, or any motif that relates to the owner of the book, or is requested by him from the artist or designer. The name of the owner usually follows an inscription such as "from the books of..." or "from the library of...", or in Latin, ex libris.... Bookplates are important evidence for the provenance of books."




The summoning of a "Bookplate Guardians Spirit" is one of a wizard's first level spells and a rite of passage among wizards,clerics, priests, and other orders of the occult . In fact this is service that is provided among some esoteric cults of priests, wizards, and other practitioners of occult arts to the rich.
The summoning of a Bookplate Guardian Spirits is a 2nd level clerical spell or a first level wizard or magic user spell. This is a gray magic spell because it blurs the boundaries between the realms of spirit and magic to bind a special guardian to a precious and personal object of power.
The components of this spell can vary but they usual bell, book, and candle with various accoutrements and whatnot thrown in depending upon magical or religious order or individual


Call  Bookplate Guardian Spirit Spell
Conjuration- Summoning
Level: one wizard or 2nd level cleric    Range: See Text
Casting time: One full round
Save: none
Duration: permanent or unless the spell book is destroyed
Spell Resistance: No  
Effect: Summons a guardian spirit into the face plate of a wizard or cleric's spell or order book

 This spell calls forth from the spiritual realms a guardian spirit to protect the spellbook or property of a wizard or cleric. This is usually done with a bell, the book in question, and a candle. Many orders use an appropriate spirit which is then bound directly into a specially prepared bookplate costing at least one gold piece or more; the plate itself often has elaborate artwork or special prepared sigils that are pleasing to the guardian spirit.
Those trying to steal or plunder such a book will find themselves under the effects of a minor curse or harried by the guardian spirit for 1d10 months after the theft. The owner if still alive will be informed of the thief's identity and possible location if applicable.

 Examples of possible guardian spirits include minor ghosts of past wizardly order members, minor spirits of clerical and godly deities and many more. DM's and players should choose wisely and work together to create a guardian spirit that is best suited for the PC.
Casters should beware of over using and taxing this spell unless their occult order or priestly line specializes in it. Many gods of books, book binders, and gods of knowledge will put special restrictions upon this spell and may limit its power. Consult and work with your dungeon masters over this matter.


Most often adventurers and outlaws may have to contend with the powers of the occult when they plunder a wizard's library or valuable stash of books. These will often have 1d10 spirits within them remaining often times spirits will be released when an object of powers is destroyed. But this is not always the case there is a 20% chance that the spirit will feel responsible for the object and linger around the book out of honorable memory of the wizard or caster.
Here then are 1d20 encounters for your old school games for parties to encounter Bookplate Guardian Spirits







1d20 Random Bookplate Guardian Spirit Table
  1.  A ghost from the spirit realms who has taught generations of wizards and occultists over the centuries. It is quite pissed from being bound and not used in its duties. The first fool opening the book is going to be attacked and possibly murdered. 
  2. A spirit of an ancient demon who has the wisdom of Solomon and patience of Satan is waiting for a new challenge perhaps your party might provide one. 
  3. An imp of the perverse is waiting between the pages of this volume, waiting and watching hoping you will be picking up this book. 
  4. A demon slipped into the rite instead of the just guardian and now masquerades for a few centuries as a spirit of knowledge. Clever and dangerous it will slowly try to corrupt its new owner and murder the party. 
  5. A spirit of knowledge waits for the first idiot to open its old charge. It will demand a service and a quest for the knowledge contained within this book. Dare you disobey it. 
  6. An ancient muse of knowledge has served this house for centuries giving advice and watching families live and die within these walls how dare you take her book from within. 
  7. Curses upon you who take my child's book for I'm the font and guardian of this sacred knowledge so you will make amends plunderer. A quest for this group of adventurers awaits you now! 
  8. I'm the spirit of humor and pranks can you guess my riddles to unlock this book's wisdom? You will be given one spell or trinket of knowledge in exchange for unlocking my riddles. A spirit of order with a wick streak of humor guards this book. 
  9. The ghost of centaur guards this book and its contents but it has the curse of its violent relatives within it. A curse will greet the fools who try to bypass it. 
  10.  A father has bound his ghost within these pages to pass on his knowledge and wisdom to his son and generations to come. Are you worthy of such things? 
  11. The frost queen's daughter spirit is bound within these pages can you let go of her wisdom. Only a song can do that. Can you satisfy her? 
  12. Two lovers spirits have been bound within these pages their fiery passion burns anyone who touches this book for 1d6 points of damage while the book remains untouched. They each teach different aspects of the wisdom within. 
  13. A minor fairy watches over this book and its contents waiting for someone to unlock its mysteries and while it will be glad to teach its wisdom it will not stand for foolish mortal drivel 
  14. A spirit of a murderer has been locked within these pages to serve the cause of law for all eternity. The thing will attack anyone foolish enough to break its guidelines and laws. Please won't you break them and let me have fun. 
  15. The blood thirsty ghost of a former vampire overlord has been bound within these pages and now must serve out its eternity teaching the spells and lore of its enemies. It will try to anger and trick those into burning its prison but will eagerly attack thieves. 
  16. Bound within these pages is the spirit of a librarian who looks upon his task for eternity as Heaven. He will fiercely kill any and all who violate his charge. 
  17. A family has been bound within the pages of this book awaiting the next generation that never came. They look to free the minds of a  wizard or priest  and create the next great caster upon the world. But there is the little matter of occult knowledge tests. 
  18. A thieves guild has been killed and bound within these pages. They will give their knowledge without fail but can also provide knowledge of hidden treasures and loot. But they will also try to murder those who don't see through their lies. 
  19. A druid's spirit has been bound within as the book of knowledge and wisdom of this family. He willingly gave his life to do so for his stories and wisdom of this land must be preserved. 
  20. This spellbook contains the remains of an evil priest who will try to spread his corruption to all. 

Tuesday, November 10, 2015

Review & Commentary On The OSR Magic System - Wonder & Wickedness From Lost Pages For Your Old School Campaigns

So I finally got a copy of  Wonder & Wickedness From Lost Pages  for review from a friend of mine. The pdf is well worth it even though it clocks in on a eighty four page count, this book is packed with lots of OSR style magic options. The lost pages blog is one that I've been quietly following for years. And it's really nice to see this system in the flesh. There are a ton of options on the table with this book from an OSR occult stand point. Right out of the gate this book presents magicians & wizards with another option, your PC begins with three spells.
"Sorcerers begin with three spells, determined randomly. New spells must be discovered in play. An intelligence check or similar roll is required to learn a new spell. If this check is failed, the spell may never be learned by the sorcerer. This rule makes each sorcerer's complement of spells somewhat unique."
Simply,easy, without any sort of middle system screwing around when it comes to the occult goings on. This is an approach that we'll see repeated throughout Wonder and Wickedness. At the center of Wonder and Wickedness is the idea of levelless magic and adding in many elements of occult flavor to expand upon the traditional D&D system. Wonder and Wickedness does this surprisingly well! The magic dueling system, maleficence rules, spell mishaps, magic items, & spells all can be dropped seamlessly into an OSR or Old school system game. The wizards in this book are dangerous folk, shunned by normal good people and with good reason. Magick is dangerous, far from normal and really horrid at times. Just the way I personally like it.

These spells are without the traditional restrictions on level and have a rather unique feel, there is excellent artwork throughout the product that adds to it without distracting from the magick nature of it. The spells are excellently laid out with common sense and there's a balance of power about them. The rules for wizard duels are classic and give the wizard a sense of power and expands the role of the wizard three fold. Wizards are not simply spell throwing plasma casters, they have far more subtle power because of these optional rules. But its the tone of the spells that gets me. They have consequences, dangerous and mysteries about them build into the background. There's a sense of the free form & danger in these spells that adds a little more substance to too them.


We get a number of disciplines and specializations that spells are divided into the following specialties are available in this product:
- Diabolism
- Elementalism
- Necromancy
- Psychomancy
- Spiritualism
- Translocation
- Vivimancy
These aren't another re skinning of the various spells from OD&D or Swords & Wizardry, in many cases this is a complete reworking of the spell with dire and dangerous consequences. This is actually the way it should be. Magick is dangerous and can be unpredictable. For example instead of the usual 'light' style spells your PC wizard summons a 'gleam'.
Gleam
Conjure a hovering magical spirit of radiance that does not
shed heat, does not require air, and is not doused by water. A
gleam per level may be summoned and the illumination of each
is similar to torchlight.
Gleams may be directed to bedevil enemies, which will cause
temporary blindness if a saving throw is failed as long as the
spirit remains engaged

Once again everything is laid bare for the dungeon master to use or discard this system and material as necessary. Personally, I believe that this book is very necessary for a campaign to grow in occult scope in the way that Wonder & Wickedness lays out. This straightforward no nonsense yet mystical approach is seen in the treasures and wonders that this book lays out. Many of these treasures and relics feel like they came straight out of the Fighting Fantasy books of yore.But in good way not the way seems like hey the author cracked open his old books and copied XYZ treasure. These feel mythic and legendary like something that would come around in an adventure once or twice a campaign. Use these sparely is my advice to the Dungeon Masters out there.

The Necromancy chapters are some of my favorite bits in Wonder & Wickedness. This chapter gives a dungeon master flavor, a sense of the forbidden and weird like something from an old radio program of ghosts, ghouls and ghasts. There is spell list after spell list like this. If your into DYI dungeons and dragons and not afraid to experiment with your players and your world's occult background then grab this book.


Are there downsides to this book? Yes there are a few in my humble opinion. The first is the fact that Wonder & Wickedness isn't a whole secondary magic system into itself. The breath and scope of the work makes me want this occult and spell system separate from the Vancian system itself. This opinion of mine dovetails into the second thing that bothers me about Wonder & Wickedness  folks may pass this wonderful gem of a book by because they're not willing to take the risk to try this system or its contents. This whole product is designed to seamlessly piggy back right into a campaign or old school rpg system  for some really nice magical options. I can see using this system with a DYI D&D campaign built entirely around Wonder & Wickedness. Five out of five with a few very minor quibbles.

Wednesday, April 8, 2015

Free OSR Resource - Dungeon Crawl Zine Issue #1 From the Semper Initiativus Unum Blog For Your Old School Campaigns


6 Marina lay upon a couch ... and fondled a fiery dragon with her right hand - Russian Fairy Book 1916, illustrator Frank C Pape.jpg
Grab It Right


This is a free old school fanzine and it really is what it appears to be an old school OD&D or AD&D 1st edition style fanzine of seven pages with all of the trimmings. This issue has a little bit of everything for a D&D style games it begins with 'What is a Trap' which is a set of guidelines and random tables for generating a perfect set of traps for your old school dungeons. A quick set of magic items and these are perfect for an old school sword and sorcery style games. There is a set of dark and dangerous monsters perfect for a wilderness or dungeon settings. The monsters range in from the basic style to the more advanced versions of with a version of a chimera monster. Then its a nasty range of new spells. And a nice little dungeon already fully stocked with monsters and ready to go. All in all a nice little perfect resource for both AD&D and OD&D. Well worth the download. 

Friday, February 20, 2015

Summon Guardian Maidens Of Fate For Your Old School Campaigns

The caster summons a trio of ancient guardian spirits of neutrality which guards dangerous and potentially reality shattering materials. Often these spirits are wily and dangerous antediluvian souls which existed during the last incarnation of reality.


These souls are bound by the lords of neutrality to guard potentially dangerous and often times magical remains of substances or metals with incredible magical potency. After the destruction of Atlantis, Lumeria, and Mu such spirits are often tied to specific locations within the vast seas surrounding the world of  Accursed Atlantis Agents of neutrality often summon these spirits for advice, council, and wisdom as they have vast insight into the properties of  not only their charges but the supernatural and occult natures of many weird as well as alien treasures.

They can be dangerous as their presence attracts the 'Lords of Fate' as well as neutrality from which they derive their very existence. The Lords of Fate often craft their children from the spirits & ghosts of those who have suffered unusual and somewhat tragic deaths in the previous incarnation of the world. The guardian maidens are often given as gifts by the Lords Of Fate to the gods of  Neutrality as part of some ancient and least understood aspect of the unusual relation ship between these two courts of gods and ancient cosmic powers.
Once summoned the caster must be careful not to arouse the suspicions of the spirits who are slightly paranoid about the nature of their treasures. They can curse those who lust after the magical metals and treasures of which they guard.


Summon Guardian Maiden Of Fate
Conjunction, Summoning 
Level : Grey Seven 
Casting Time : 1 Full Round 
Range: Forty Feet 
Save: None 
Duration: one round per level
Targets: Self
The caster prepares a square of neutrality from sacred chalk of ground up bone near a body of water. The caster then places a small offering at its center and lights the four white candles placed at the four directional points of Neutrality on the square. 
The maidens of fate will leave for a time their charge and be summoned to the body of water near the caster. They will appear to be beautiful maidens of incredible beauty and an offering semi precious jewels or a tale of intricate beauty must be offered. A song or poetry may be substituted but it may not be excepted. 
The spirits will speak in high Atlantian, and demand to know why they have been summoned. They will answer any questions within their area of expertise truthfully before magic of the spell draws them back to their charges.  
The guardians of Fate may also be consulted upon matters of grave importance to families,households, royal courts,etc. They are notorious gossips with regards to matters of state and wizardly affairs. They also enjoy interstellar politics but these inquiries will demand gifts of jewelry and small golden trinkets. 
Should any be so stupid as to attack or even insult the Maidens of Fate, they will place a special curse of horror upon the soul of such a fool. Within 1d6 hours the powers of Fate itself will align to kill such a witless being. 
The Maiden are often consulted in matters of a serious occult nature. Because they exist outside of normal space time as we know it. There is very little that can harm these beings. They exist in a special vacuum of neutrality and exist as information brokers  as well as guardians.

Inspired by these characters from opera and mythology HERE