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

Tuesday, November 3, 2015

OSR Familiars

I posted a while back about putting together an OSR Familiar book. The very rough beta I posted for free has been getting a surprising amount of downloads, which has led me to fix up the text and formatting and add a wide variety of new familiars.

Th e current list of Familiars that can now be summoned by Magic-Users totals 168 creatures. Please note that these are not yrt included in the publicly available Beta doc. I need to do a lot of conversion and editing over the weekend, so I will hopefully have most of them in decent working beta by then,, along with a new pdf.

There area few other OSR Familiar topics I would like to mention and some specific questions that I could use some help with, but I'll save those for a later post. Instead, I'll leave you with the list of the 168 familiars I apln on including in thid upcoming book of mine, Enjoy, and please let me know if I missed anything good or if you have any suggestions, 
  1. Abyssal  Larva
  2. Air Gust
  3. Al-mi'raj
  4. Ant, Giant
  5. Archon, Lantern
  6. Arrowhawk, Small
  7. Asrai
  8. Atomie
  9. Baboon
  10. Bat
  11. Bee, Giant
  12. Beetle, Carnivorous
  13. Beetle, Celestial Fire
  14. Beetle, Fire
  15. Beetle, Flash
  16. Beetle, Gelid
  17. Beetle, Mining
  18. Beetle, Spitting
  19. Blink Dog
  20. Botfly, Giant
  21. Bronze Cobra
  22. Brownie
  23. Cantrip Spirit
  24. Carrion Fly
  25. Carrion Moth
  26. Cat
  27. Cave Cricket
  28. Centipede, Giant
  29. Chimpanzee
  30. Crab, Giant
  31. Crawling Hand
  32. Demon, Dretch
  33. Demon, Quasit
  34. Devil, Imp
  35. Devil, Lemure
  36. Dog
  37. Dog, Celestial
  38. Eagle
  39. Ferret, Giant
  40. Flea, Giant
  41. Floating Eye
  42. Fly, Giant
  43. Fly, Giant Carnivorous
  44. Forgotten One
  45. Forlarren
  46. Fox
  47. Frog, Giant
  48. Frog, Giant Abyssal Dire
  49. Frog,Poison
  50. Fyr
  51. Glastig
  52. Glass Butterfly
  53. Glimmer
  54. Gloomwing
  55. Goat
  56. Goat, Dire
  57. Gorbel
  58. Graymalkins
  59. Green Brain
  60. Gremlin
  61. Grig
  62. Gutslug
  63. Hamster, Giant
  64. Harpy
  65. Hawk
  66. Hawktoad
  67. Hedgehog
  68. Hell Hound
  69. Homunculus
  70. Hornet, Giant
  71. Hound of Chronos
  72. Hyena
  73. Ifrit
  74. Inaed
  75. Inner Child
  76. Invisible Stalker
  77. Iron Cobra
  78. Jackal
  79. Keeper of the Well
  80. Killmoulis
  81. Ko'haii
  82. Lamprey, Land
  83. Lamprey, Lightning
  84. Leech, Giant
  85. Leech, Sorcery
  86. Leprechaun
  87. Lizard
  88. Lizard, Shocker
  89. Locust, Subterranean'
  90. Lynx
  91. Maggot, Giant
  92. Memory Child
  93. Mephit, Brimstone
  94. Mephit,  Fire
  95. Mephit,  Lightning
  96. Mimi
  97. Mist Man
  98. Monkey
  99. Monkey, Spire
  100. Mosquito, Giant
  101. Mothdog
  102. Niln
  103. Nixie
  104. Nymph
  105. Old Crawler
  106. Otter
  107. Owl
  108. Parrot
  109. Phantom Fungus
  110. Pixie
  111. Porcupine
  112. Porcupine. Dire
  113. Praying Mantis, Giant
  114. Pseudo Dragon
  115. Raccoon
  116. Raccoon, Dire
  117. Ram
  118. Rat, Giant
  119. Rat, Ordinary
  120. Rat, Vapor
  121. Rat, Wizard's Lab
  122. Ratling
  123. Raven
  124. Shadow
  125. Shadow Mastiff
  126. Shield Guardian
  127. Shrew, Giant
  128. Skull, Screaming
  129. Skull, Spider
  130. Skunk
  131. Slime, Walking
  132. Slitherat
  133. Slithering Tracker
  134. Snake, Constrictor
  135. Snake, Marble
  136. Snake,  Rattler
  137. Snake,  Spitting Cobra
  138. Snake, Viper
  139. Soulspinner
  140. Spider. Giant
  141. Spiderweed
  142. Squirrel, Flying
  143. Stirge
  144. Thrush
  145. Thylacine
  146. Tick, Giant
  147. Toad
  148. Toad, Giant
  149. Tsalakian
  150. Tunnel Prawn
  151. Turtle
  152. Turtle, Snapping
  153. Vargouille
  154. Vulture
  155. Wasp, Giant
  156. Weasel
  157. Weasel, Celestial
  158. Weasel, Dire
  159. Weasel, Fiendish
  160. Were-Mist
  161. Will-o,-Wisp
  162. Wisp, Electric
  163. Wisp, Fire
  164. Wolf
  165. Wolverine
  166. Yaruga
  167. Yienhool
  168. Yith Hound

Saturday, October 17, 2015

Oil of Undead Repellent and Holy Rations


Are you facing the prospect of a length expedition into the depths of some forgotten tomb crawling with the undead? This Oil of Undead Repellent and Holy Rations may be just what you need to make it back alive.

Oil, Undead Repellent

Undead repellent is a mixture of consecrated oils, incenses and herbs that good religions consider holy. A single phial of undead repellent is enough to cover a person for 2d4 hours. For as long
as the substance remains in effect, they gain a +2 bonus to AC against undead creatures, plus a +2 bonus on all turning checks and turning damage rolls made when attempting to turn undead. An
undead spellcaster within 60' of a character coated in undead repellent must succeed on a saving throw versus paralysis to cast any spell.. 


  • 75 gp, 1 lb


Rations, Holy

Holy rations have been blessed by the will of the divine. Though it is food, the magical nature of holy rations food preserves them, so that it can last decades without spoiling.and immediately destroys any poisons, toxins, and anything else. which may taint the food. Additionally, consuming at least one meal of Holy Rations during the course of the day will increase your daily HP recovery by 1 point,  
  • Per day: 15 gp, 1 lb

Friday, October 16, 2015

"Find Familiar" for OSR Games

]



It all started simply enough. I was having a rough bout of insomnia, so I decided to see what was new on Google Plus. I was reading the Delving Deeper Google Plus page when I came across what I assumed at the time to be quick projects: Mike Hill wanted to know if anyone had a good Find Familiar spell from an old version of D&D.
I quickly grabbed my OSR books, mostly retro clones with the appropriate licenses allowing me to legally share and publish this little book you‘re now holding in your hands, and flipped through what I assumed would be pages upon pages of usable information that would undoubtedly give birth to a whirlwind of amazing ideas! I have discovered that, with a few rare exceptions such as OSRIC, most of the retro clones and OSR game out there don‘t have any rules or even guidelines for using familiars. I certainly have had an interesting time tracking down and compiling all the rules you will need for using familiars in your game. This book contains my take on familiars, made with the original source material from the 1970s in mind, updated and expanded for use with OSR and Classic Fantasy games.
This project went from “I can whip something up in a few minutes “to "Holy smokes! There are so many more ideas and possibilities I could include" These kind of books always end turning out to be the most fun, satisfying and useful supplements. 
With that in mind, I felt the need to put out a Beta version. This way, you can get the basic Familiar system and help me fine tune and expand upon this supplement through advice, critiques, and suggestions. 
This is Beta version 3.0.0... The final version will include additional types of familiars, magic items that aid in the summoning and retaining of familiars and new spells to strengthen the bond between you and your animal companion. 
If you have any ideas, suggestions, comments, constructive criticism, or anything else, please drop me a line on my blog.

Tuesday, August 18, 2015

Magical Oils of Armoring and Damaging for OSR Fantasy Games

These rare magical oils are applied to armor and weapons, can be made by a skilled alchemist. When found in a treasure trove, dungeon chest, or forgotten crypt, they are typically stored in stoppered ceramic or glass vials. Each vial will contain enough oil for 1d4 applications before running dry. (For use with Labyrinth Lord, Swords and Wizardry, Dungeon Crawl Classics, Lamentations of the Flame Princess, and other OSR fantasy roleplaing games).

Oil of Armoring

The contents of this bottle bestow a magical aura of protection upon any suit of armor or shield to which they are applied . The AC value of the armor or shield will be reduced by 3 points for the next 2d6 rounds

Oil of Damaging


When applied to a weapon, this oily substance grants a +3 bonus to damage. The effects of an application will wear off in 2d6 rounds.  

Sunday, July 12, 2015

Staff of the Mind Breaker


Here's a twisted little magical artifact I found buried in my old hard drive. It should be compatible with just about any OSR style rules, although you may have to do a bit of tweaking depending on your system of choice.

This ancient staff is rumored to have once belonged to an insane magic-user - a demigod in his own right, if the legends are true - bent on dominating all mankind. He toiled for decades to create a staff that would further his goals, and once his task was complete his mind finally snapped. Nobody knows for certain what became of him after that, but his staff still exists today. It may be that it has changed hands countless times throughout the centuries, or perhaps it has just been hidden away, buried in some dark tomb awaiting its first owner.

The staff itself is fashioned from an unnaturally textured and indestructible wood-like material. The shaft is a dark blue color, banded with thick sections of copper and silver. Gems adorn the metal, but they are small and dully colored. The headpiece of the staff  is composed of an unbreakable silver-like sphere which sounds hollow when struck. When used as a melee weapon, the staff functions as a +3 weapon. While holding this staff the wielder is immune to any form of illusion or mental control, and their AC is improved by 3 points.

The staff's spellcasting powers are activated by striking the sphere, either with a fist or object or upon a hard surface, which produces a distinct and unnatural ringing sound.  By doing this and expending a 1 charge, the user of this staff may create one of several different spell effects. The spells available are Antipathy/Sympathy, Charm Monster, Charm Person, Feeblemind, Geas, Hallucinatory Terrain, Irresistible Dance, Mirror Image, Phantasmal Force,  or Project Image. These spells will be cast at the level of the user. The staff has 15 charges and will recuperate 2d4 charges per day.

This staff is a sentient object, functioning in much the same manner as a sentient sword, with an INT of 18. It has no set alignment and may be used by anyone. It seeks only to control and influence the minds of as many sentient beings as possible, and if deprived of this it will attempt to assert its will on the user, calling for influence checks. If the will of the staff prevails it will not just randomly use its powers. It will seek the most advantageous path to controlling as many people as possible, often through scheming and long term plans. 

There is no known method of destroying this artifact The safest recourse is to bury it deep beneath the surface of the earth, seal it within a man-made structure, or to send it to the bottom of a large body of water. Otherwise, it will eventually seek out and call to its next owner through supernatural means such as visions, dreams, and omens.