05 October 2017

House Rules - Magical Staves (Includes New Known World Magic Items!)

New enchanted staves for your Magic User PCs, and some thoughts on Basic D&D's 'evolving' rules on charges for a staff.

As you may have noticed, the different editions of the Basic Rules have different notes on how many charges a staff has:

Original D&D (Book 2, Monsters & Treasures): 200 charges (2d100/2d% when found)
Holmes Basic: 100 charges (1d100/d% when found)
Moldvay Basic: 10 charges (1d10 when found)
Cook Expert: 30 charges (3d10 when found)
Mentzer Basic: 10 charges (1d10 when found) Implied but not clearly stated
Mentzer Expert: 30 charges (3d10 when found)
Mentzer Companion: (DM's option) 40 charges (4d10 when found)
Rules Cyclopedia: 30 charges (3d10 when found) and DM's option 40 charges (2d20 when found)
"Challenger" (Post RC) Basic: Not stated. This 'edition' also (erroneously?) states that staves are only usable by clerics, so I consider it irrelevant for this topic

To reconcile these differences, I simply use 4 classifications of staves:

Minor Staves have 20 charges, 1d10 remaining when found as treasure or purchased/traded
Standard Staves have 30 charges, 2d10 remaining when found as treasure or purchased/traded
Major Staves have 40 charges, 3d10 remaining when found as treasure or purchased/traded
Epic/Legendary Staves have 100 charges, 10d10 remaining when found, purchased or traded. Consider also that many Staves of this magnitude would be considered proper Artifacts, and governed by the different rules for items of that type, explained in the Master Rules.

The different classifications of stavess otherwise function as described in the relevant rule book. Roll d%/d100 to determine which class of staff is found:

d100   Staff Classification
0-25   Minor
26-70  Standard
71-95  Major
96-00  Epic/Legendary

When a PC or NPC wizard is creating a staff, minor staves halve the time and money required to complete the task, and major staves double the time and money required. In addition, the DM may require the creator (or her PC customer) to procure a rare, exotic or magical material to be used in the creation of a major wand, sometimes requiring a side quest by the party.

Epic staves are the stuff of legends, created in the distant past or on the exotic planes of the Immortals and otherworldly beings. Such items are beyond the ability of mortal magic users of the Known World to create. Again, many Staves of this magnitude would be considered proper Artifacts, and governed by the different rules for items of that type, explained in the Master Rules.

It is important to remember that the classification of a staff has nothing to do with its powers, it reflects only the number of charges the staffis capable of holding.

For all types of staves, unless specifically noted in the description of the item, each use of one of the staff's powers costs one charge, and a staffmay only be used once per round. Note that in both the Moldvay and Mentzer basic rules, in the general notes on all magic items with charges, it clearly states that unlike other (advanced or d20ish) versions of D&D games, in Classic D&D, charged items may not be recharged. Though many DMs will surely houserule and override this, I will present this material in compliance with "canon" rules-as-written. In any case, even if you do bend the rule and allow PC or NPC magic users to recharge staves, Epic/Legendary staves may never be recharged, for the same reason they cannot be created by mortals of the Known World.

New Staves

"Stone Staff of Mirabilis" (Unique Item, standard staff)
SPOILER WARNING: This item assumes that the events in the (revised Green Cover edition) adventure module B3: Palace of the Silver Princess have transpired and been brought to a successful conclusion; in other words, Haven is freed from Arik's curse and most of the folk of that land and Princess Argenta's palace have been restored to life, with one exception, it is assumed that the palace magician, Mirabilis, did not recover from being petrified and perished. If you plan to use that adventure in the future in your campaign, wait until afterward to introduce this item, or change the background to suit events in your campaign story.

When the curse of the vile immortal Arik fell upon the valley of Haven, only the courage and swift actions of heroes freed the land and restored the doomed citizens of Princess Argenta's court from eternal petrification, but no hero is perfect, and a small handful of the folk of Haven perished during that sad affair. Lady Argenta's trusted court magic user, Mirabilis, was one of those lost souls.

Shortly after the heroes defeated the minions of Arik and broke the curse, Mirabilis's apprentice, Shaylee, returned from an errand in Velders, a small town on the border with Glantri that she'd been sent on by her master a few days before the curse struck. Shaylee was horrified to find the broken shards of stone that had once been her mentor, and gathered them all for an honorable burial in the palace cemetery, saving only one small sliver of stone, from what had been her master's heart, to craft into a magical staff to help prevent anyone suffering a similar fate in the future.

The staff Shaylee created is made from oak and stands a full 7 feet in length, beautifully carved with images of flowers and subtle runes related to peace and protection. The head of the staff appears crafted of stone, in the (literal, anatomical) shape of a humanoid heart, a striking contrast to the beauty of the rest of the staff. The staff head is actually the petrified heart of a medusa, purchased by Shayla for a small fortune from a band of adventurers who had slain the gruesome creature in some lost ruins in the Malpheggi swamplands. Embedded unseen into the wooden shaft just below the headpiece is the sliver of stone from Mirabilis's heart.

PCs who visit Haven, or one of the nearby towns (The original, orange covered version of the B3 module contains a map of Haven and its surroundings, on the western border of Glantri. This document was included in the free pdf library on previous incarnations of the Wizards.com/dnd website, and may still be available via dndclassics.com or other online sources.) may hear the troubling rumor of thieves and assassin's loyal to the cult of Arik who returned to Haven to finish their work. Though most of the cultists were killed or captured during their unsuccessful mission, a handful escaped, taking the stolen staff with them! Recovering the staff from the small band of brigands is left to the DM to work out, but if the party does recover it and returns it to Shaylee in Lady Argenta's court, she will be eternally grateful and reward them with what minor scrolls or potions the DM decides she has access to. In addition, since Shaylee herself hasn't the heart of an adventurer, she will insist that any apparent lawful or neutral PCs keep the staff, to use it in battling the wicked monsters of the world that employ petrification magic.

The Stone Staff has the following powers:

Functions as a quarterstaff +1, +2 vs creatures with an innate ability to petrify opponents, such as a Medusa or Basilisk. This aspect of the Staff functions for any wielder, regardless of class, though only a MU or Elf (or variant PC class capable of using MU items) may use the other powers.
May cast Flesh to Stone, as the spell, once per day, costs 2 charges, requires a touch 'attack', target is entitled to a save vs P/P to avoid.
May cast Stone to Flesh at will, costs 1 charge
The staff's abilities all become inert once the charges are spent.

Note: The astute reader might recognize this as a Known World adaptation of the White Staff of Meldorf, from Teutonic myth, as it appeared in the Role Aids rpg supplement Fantastic Treasures, vol. 2 (Mayfair Games, 1985) My apologies to the source myths for any liberties taken in this adaptation.


Staff of Lordly Magic
In the days of Alphaks I, Imperial court wizards held lofty positions of power and influence in the imperial government of Alphatia (and still do, to a lesser degree), and many would craft mostly ceremonial staves of great beauty and grandeur to denote them as high mages of the empire. Though the practice of creating staves like these has long since fallen from general use, a few of these ancient staves are known to yet exist, scattered throughout the Known World over time.

The wielder of a Staff of Lordly Magic inspires feelings of respect and admiration in those around her, with the following game effects:

+1 to wielder's CHA ability (18 max) when the staff is actually held
Verbal Understanding - By spending a charge, the wielder of the staff may speak with any one creature within 10 feet of her for 10 minutes, regardless of shared languages. Treat this as the 1st level MU spell Read Languages, but applied only to verbal, not written, communications.
Charm Person - As the spell (treat as 8th level for spell variables), costs 2 charges
The staff's abilities all become inert once the charges are spent.

These staves are highly sought after by current Alphatian magic users, who will sometimes pay as much as 5000 gp for an example with charges remaining (Half that for minor versions of the staff, double for major versions. No known Epic/Legendary examples have ever existed.)

04 October 2017

House Rules - Casting Times & Spell Components for Clerics, Druids & Shamans

Magic-users and Elves aren't the only characters in the game who cast spells, of course, Clerics get important spell abilities when they reach 2nd level of experience. Somewhat unlike the former casters, the Cleric's spells are critical to the success of the entire party, healing and protecting the Cleric's allies when things get tough.

Since the rules are not totally clear, many players interpret them to suggest that Clerics get to choose their spells on the fly, not needing to memorize them daily like MUs do. I personally don't like this. Like the Elf, the Cleric gets spells and pretty respectable combat prowess, so why further punish the player who picks a MU by only applying the "Vancian" rule to them? Given that thought, I require Clerics to pick their spells daily just like their MU compatriots, with the caveat that, as in later versions of d20 D&D, they can swap out a prepared spell for a healing spell of equal or lesser level on the fly, provided they succeed on a wisdom check (equal or less than their WIS on a d20 roll) at the time of casting.

But, you might point out, these posts are all about getting around Vancian spellcasting! Right, and Clerics get similar options.

Clerics* who cast their spells on the fly without daily prayer and preparation suffer the same penalties to their initiative as MUs do; -1 to individual initiative per spell level of the desired spell.

Like MUs, the player may choose to use material components to remove the initiative penalty, in the exact same way as MUs. The only real difference is that in addition to the optional spell component, the Cleric must always have their holy symbol during spellcasting, or the spell fails. Of course, a lenient DM may take mercy on the Cleric whose symbol is lost or destroyed through no fault of their own, allowing them to perform a WIS check, with a +2 penalty to the roll, to cast spells without their symbol, as long as an effort is being made to replace it ASAP.


The power of Gygax compels you!

The required components for each spell are similar in nature to their MU spell counterparts, but the Cleric player who wants to swap out for non-standard components should take their particular deities dogma into account. While a god of nature and peace would be fine with a bundle of fresh herbs being used to invoke a Cure Light Wounds spell, for example, a savage god of war might prefer the heart of a freshly killed enemy. DM discretion rules the day, as usual, in regard to work works and what does not.

Here are my suggested components for the official Basic Rules 1st level cleric spells, to get your creative juices flowing:

SPELL - COMPONENT (Symbolism)
1a Cure Light Wounds - 1 vial of holy water (considered to contain the divine essence of the patron god)
1b Cause Light Wounds - small chunk of metal, wood or stone from a broken weapon (to invoke the now inert damaging potential or bloodlust of that weapon)
2a Detect Evil - the preserved eye of an animal considered in the Cleric's culture to be friendly or "good", like a domestic breed of dog, songbird, sheep, etc (most cultures acknowledge the enhanced senses of animals)
2b Detect Good - as for Detect Evil, but from a bad or evil animal, like a snake, rat or pirahna (same as Detect Evil)
3 Detect Magic - the preserved eye of a cat, raven or crow (these animals have a strong symbolic connection to wizards and witches)
4a Light - a live or preserved firefly (a creature thought to be sent by the gods to guide their faithful in the darkness)
4b Darkness - a preserved wing (or freshly harvested one) of a bat (bats are known to "see" and fly straight in the darkness, after all)
5 Protection from Evil - 1 vial of holy water (to invoke the essence of the god for divine protection)
6 Purify Food and Water - A handful of salt (often used to preserve food, salt is thought by Clerics to have divine properties that drive off rot and decay)
7a Remove Fear - a small children's doll (to recapture soothing memories of home and security)
7b Cause Fear - the preserved head of a snake or other nasty small animal (the fact that most sane folk fear and avoid snakes leads Clerics to believe the gods mark those creatures with a fearsome aura to warn us of their danger)
8 Resist Cold - a chunk of coal or sulphur, unburnt (to invoke the latent flame spirits thought to live within)

I suggest giving Cleric players a lot of flexibility in choosing alternate materials to substitute, as long as the player is making some creative effort to play out the faith of her PC. While some MU types, though not so much Elves, consider magic to be a rather exact science, Clerics view divine magic as the malleable will of their patron god, infinitely adaptable to intent and circumstance.

With these notes and the guidelines from the MU article before them, you should be able to freely add these options to all the spellcasters in your game without too much difficulty or bogging down of play, all that is really required is a bit of creativity and some minor bookkeeping by the players.

*Clerics, in the context of this article, include Druids and Shamans, and any other variant classes (such as an OD&D paladin, perhaps) with similar divine or spiritual magical abilities.

03 October 2017

House Rules - Casting Times & Spell Components for Magic Users, Elves and Wicca

One part of playing a spellcaster in AD&D, either 1st or 2nd edition, that I've always found fun is the use of material components for casting a spell. For those unfamiliar with the idea, it basically means that most spells require a little bit of some physical material that is used to harness and focus the magic required to cast the spell. The components are usually figuratively or metaphorically (and often somewhat humorously) connected to the spell being casting, so the Identify spell to determine the nature of a magic item requires a pearl (pearls of wisdom), and a fireball needs a pinch of bat droppings (as anyone who's had bats in their attic knows, the stuff is highly flammable when it dries out). I tinkered with different ways to use the idea in a Basic game without overly complicating things, and here's what I've settled on. We'll start with Magic-Users and similar classes today, and get back to actual material components in a minute, first we need to talk about casting times for spells, another AD&D mechanic I borrow to balance the use of components.

Spell Casting Times:
Usually in Classic D&D, when a spellcaster wants to cast a spell she has memorized, the player just announces that intent and when their turn comes up in initiative, the spell is cast and takes affect.

This optional system does not change that at all, spells memorized for the day according to the rules are cast normally, and 'go off' right when they are cast on the caster's initiative segment.

However, to give the players of spellcasters a little more flexibility in choosing spells for the day, the DM may allow the use of casting times, whereby the player may choose any spell known to the caster as long as they have an unspent spell 'slot' of that level available for the day. In this case, where spells are chosen on the fly instead of selected and prepared in the morning, an initiative penalty of -1 per spell level of the desired spell, to reflect the additional time required to recall and cast the spell, which was only briefly reviewed that morning. If standard group initiative for the party is used, the penalty applies only to the caster, not her allies.

Example: Luna wants to cast a lightning bolt against her enemies this round. The DM rolls initiative for the monsters on a d6, as normal, resulting in a 4. The party rolls a 5 for their group initiative, but Luna is casting an unmemorized 3rd level spell, so she gets a penalty of -3 to her individual initiative, so while the party wins initiative and goes first on a 5, Luna goes on 2, after the monsters.
Since the DM is probably choosing the spells for NPC casters on the fly anyway, this procedure is not used for NPC or monster casters. It is intended solely as a cheat for the players who don't want to be restrained by picking their daily spells before the day begins.

Material Spell Components
Now, what if you want the flexibility of casting on the fly, but don't want to suffer those nasty initiative penalties, which essentially guarantee that higher level magic users casting 5th or 6th level spells will always lose initiative? That's where material components (MCs) come in.


An MC is a small bit of material that serves two purposes in spellcasting. First of all, the metaphorical relation to the nature of the spell being cast helps jog the caster's memory and focus his thoughts on channeling the spell. Second, because of that same figurative relationship to the spell's intended effect, the presence of the material substance helps the caster more quickly gather and focus the magical energy to power the spell.

If the Magic-User* possesses the required material component and uses it to empower the spell, the spell's casting time is negated, allowing the spell to go off on the caster's unmodified initiative segment. The component is 'spent' in the process, and though it may still physically remain in the caster's hand, it is forever drained of its innate magical potency and is unusable as a future material component.

For now I'm only going to suggest specific MCs for the standard 1st level spells in the Basic rules, to give you an idea of the possibilities to guide you in assigning MCs for other spells.

SPELL - SUGGESTED COMPONENT (Metaphorical Meaning)
1. Charm Person - A 4 to 6 inch piece of olive tree branch (symbolic of peace or friendship)
2. Detect Magic - An owl's Feather (symbolic of wisdom and insight)
3. Floating disk - A marble sized chunk of Lodestone or Magnetized Metal (symbolic of the property of magnets to repel other magnets with the same charge), allowing one to 'float' above the other if carefully positioned)4. Hold Portal - A large nail or small spike forged of iron or steel (symbolic of literally spiking a door shut)
5. Light - The intact body (dead or alive) of a firefly (repesentative of the ability to create light)
6. Magic Missile - An arrowhead previously used in battle (representative of the arrow's potential to strike and wound)
7. Protection from Evil - A miniature carved copy of the holy symbol of a lawful or goodly god (symbolic of a god's power to protect his followers)
8. Read Languages - A lense from a monocle or spectacles (symbolic of aiding the ability to read)
9. Read Magic - A scrap of parchment, vellum or paper once part of a spell scroll or spellbook page (representative of magical writing)
10. Shield - A scrap piece of metal from a suit of armor (representative of armor's protective qualities)
11. Sleep - a scrap of cloth from a child's blanket (representative of peaceful 'babylike' sleep)
12. Ventriloquism - A 2 or 3 inch diameter carved or sewn dolls head (representative of a ventriloquists dummy)

MCs for 1st level spells should generally cost no more than 1gp, and if the PC is unable or unwilling to forage for them in the field, can be purchased in most general stores or apothecaries in towns or cities, or from fellow magic-users, though these folks may insist on barter or trade instead of coin.

As the level of the spells increase, the DM is free to limit availability of components to reflect the rarity of more potent substances and items, and the average price/value of the MC will go up, generally as follows:

Spell Level - Suggested Average Price/Value
1 - 1gp
2 - 5gp
3 - 10gp 
4 - 25gp
5 - 50gp
6 - 100gp
7 - 200gp
8 - 350gp
9 - 500gp

Improvising Spell Components

Sometimes a specific component may be unavailable, or a creative player may suggest an alternative component from items they find or have on hand. I'm all for this as long as there is a bit of thought and creativity behind the suggestion. A PC could suggest using a stirge's beak instead of an arrowhead for the Magic Missile spell, or a handful of phosphorescent moss instead of the firefly for a Light spell, for example. You should always reward imagination and creative problem solving in the game, so this kind of thing is perfectly fine. I simply require the Magic-User succeed on a simple INT ability check (a roll of equal or less than their INT score on a d20) when casting the spell with the alternate component for it to operate as intended. If the ability check fails, the spell still works, but the normal initiative penalty described above applies. 

*Magic-Users,
as used in this article, include the Elf class and Wicca/Wokani class option for non-standard 'monster' classes. Other classes with similar spell casting ability may qualify as well with the DMs approval.
That's about it for Magic-Users.