/osrg/ OSR General - Turtle Shell Edition

Welcome to the Old School Renaissance General thread.

>Links - Includes a list of OSR games, a wiki, scenarios, and a vast Trove of treasure!
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>Previous thread:
THREAD QUESTION:
>What's the most creative use of a animal or monster body party you've ever seen?

Other urls found in this thread:

youtube.com/watch?v=AKt_Lp9B-tg
lastgaspgrimoire.com/religion-is-a-nest-of-serpents/
goblinpunch.blogspot.ca/2016/09/the-glog-wizards.html
goblinpunch.blogspot.ca/2016/06/the-glog-diseases.html
udan-adan.blogspot.ca/2015/09/shamanic-healing-aka-so-where-is-this.html
coinsandscrolls.blogspot.ca/2017/03/osr-illusionist-wizards.html
slightlymagic.net/forum/viewtopic.php?f=15&t=18042
twitter.com/NSFWRedditImage

>monster body part

Well a lot of vampires in mist form can fit inside one person for sneaking past holy symbol/invitation checkpoints.

I've read recently that some people used to play with only the GM knowing the player's hitpoints or the amount of damage they've suffered or are taking in attacks.

Besides placing quite a bit more effort on the GM to keep track of yet more things in combat (as well as out of combat), and hiding numbers for the sake of easier immersion, what possible benefits are there?

I doubt many players would behave differently if they know they have exactly 2 hitpoints left or if they are instead told by the GM that they are 'gravely wounded' or something like that.

Riffing on the hiding things in other things, in polish mythology a dragon (Smok Wawelski) was terrorizing the land and demanded a weekly offering of livestock every week or else it would eat humans instead. It was tricked when it was offered a calf skin filled with sulfur which caused the dragon's stomach to explode in a fiery death.

Interestingly enough the dragon's name isn't a proper name. It literally just means Dragon of the Wawel hill.

I actually like baatezu, tana'ri, and yugoloth over devil, demon, and daemon. Especially since demon and daemon have the same pronunciation.

>Besides placing quite a bit more effort on the GM to keep track of yet more things in combat (as well as out of combat), and hiding numbers for the sake of easier immersion, what possible benefits are there?
Immersion. That's pretty much *the* reason, aside from either having inexperienced or inept players, or just being a control freak. With the numbers on your sheet, it's hard not to think mathematically. If, on the other hand, you just know that you're "badly wounded", you tend to *feel* that more than a strictly numerical statistic.

> doesn't allow new wave prestige classes
> can't recruit any players

checkmate osr fags

>18 INT
>18 DEX
>18 CHA
>0.0000001% chance of actually rolling that
>No-one will ever be a magic missile user

The idea that 90% of situations in d&d, the difference between a specialized and unspecialized character is only 10% on a roll, is complete bullshit.

by RAW in od&d and basic, ability score bonuses only apply to certain rolls. For example, per p.6 or labyrinth lord revised edition, strength bonuses are only applied to To Hit rolls, damage and forcing doors. Forcing doors is a d6 roll so a 2 in 6 rather than a 1 in 6 is equivalent to around a +3 bonus on a 1d20. On any sort of d6 roll, using ability score bonuses provides a much greater mechanical benefit than rolling them on a d20.

As well, the difference in a magic-user and fighter ThAC0 at level 1 is equivalent to a +1 attack bonus, per p.60 of labyrinth lord.

A straight down the line character is going to have their highest stat in the main stat of their class. So it's reasonable to assume a 14-15 as a characters high stat while a low stat would be in the 7-8ish range. So the difference between the highest and lowest of things which ability score bonuses are added to(remember, by RAW, ability score bonuses are not applied for determining things like jumping over a chasm or sneaking around)

Given all this, the difference between a specialized and an unspecialized character with regular scores is -1 to +2. This is likely greater in most games since a score of 16 or higher isn't unreasonable to roll.

Damage and hp is balanced around the idea of 1d6 damage being likely to kill a single man with 1d6hp. So AC/ThAC0 is the balancing mechanism with a 10th level mage vs fighter having +15%(if 7-8 str) vs +50%(if 14 str). The dice provide most of the variance in attacking, with lower bonuses making attacks more luck based than other parts of the systems. Most of the system uses 1d6 where a +1 equals +3ish on 1d20.

Outside of attacks, a dwarf(specialized for hardiness) and a thief on saves vs poison at level 1 have 8 vs 14. This is a 30% difference or equivalent to +6.

So I fail to see how a character rolling with a 14 or 15 vs a character rolling with a 7 or 8(a 65% difference at the most) is going to break the math when that's the sort of differences you see at high levels anyway. Especially when this will be the maximum difference in the system.

I'm also confounded at the idea of roll under ability scores not being "properly old-school" when tons of 1e modules and moldvay end up mentioning or using the concept.

Plugging this again. It does a fantastic job of describing varied characters with stock classes.
It adds 2 simple abilities (Abomination, Antiquarian) and 3 short house rules (Leprosy, Hounds, and Virtues/Afflictions*).
Otherwise, it's all starting items and skill, plus roleplay notes to the people who hate the Abomination.
*2-in-6 chance after danger of Save v. 1d10+5, buff on a pass or debuff on a fail

Fighters:
Abomination*, Arbalast, Crusader, Hellion, Leper*
* 1 round to transform (d8+d4 unarmed and AC 14), otherwise acts at 0th level
*chance of contagion 5%/day, Save v. Poison

Specialists:
Antiquarian*, Bounty Hunter, Grave Robber, Highwayman, Houndmaster*, Jester
*referee generates +25% treasure (no extra weight)
*hounds must pass morale to act, start with 3d6+CHA loyalty

Dwarf:
Man-at-Arms

Magic-User:
Occultist

Clerics:
Plague Doctor, Vestal

>doubt many players would behave differently if they know they have exactly 2 hitpoints left or if they are instead told by the GM that they are 'gravely wounded'
I would get paranoid about my injuries after a while. Or at least get more nervous about all the clattering.

...

Now I want to play in a game where ALL the numbers are hidden from players (except obvious things like how many gold pieces you have).

Rolling dice is fun but as you said, it leads to mathematical thinking rather than clever solutions.

>by RAW in od&d and basic, ability score bonuses only apply to certain rolls. For example, per p.6 or labyrinth lord

Post discarded. Proctor's simulacrum is a relevant to the mechanics of OD&D and Basic as Pathfinder is.

Beholder eyestalks as wands.

In a game where survival requires paranoid caution... How do you reward bravery?

You'd want folks to have some idea of the capabilities, but you could relate their attributes to them in words rather than numbers, like...

-3 mod = incredibly weak
-2 mod = very weak
-1 mod = weak
+1 mod = strong
+2 mod = very strong
+3 mod = incredibly strong

So if somebody had a character with:
str 11
int 16
wis 9
dex 7
con 10
cha 13

You could just tell them that they're charismatic and very smart, but clumsy.

Values that increase with level are a bit of an issue though, especially when it comes to hit points, where you might eventually increase them ten-fold. What do you use as the standard for those? So maybe something like this would work better for a game without the same sort of extreme power progression that D&D has.

I'm just pointing out that adding ability score mods to a d20 roll against a target difficulty to jump over a chasm is a houserule which is nowhere in the original rules.

It is in the B/X rules, on page B60: "There's always a chance."

Is Tower of the Stargazer a good introduction to RPGs for players and GMs or an attempt to trick people into adopting a very specific playstyle encouraging unfun GM dickery and overcautious PCs who will try anything adventurous?

Pass notes to players often. For a lot of reasons.
One of many benefits: It makes it easier to sneak treasure you discover on your own past the rest of the party.
Also great for the ol' "doppelganger ate you."

> lacks skill to roll a magic missile user

What would be a fast way to rule big-weapon-in-small-space and such? A penalty to hit? A plain 'you can't here'? D-disadvantage?!?
I want my players to switch weapons when in indoorsy spaces (and use gear as tactic, in general)

Yeah, roll under is in moldvay. And 1e adventures. And early issues of dragon.

The user I was arguing with in the last thread was saying roll under isn't osr and is piss poor game design because "90% of the time, the difference between the lowest and highest bonus in the party is -1 or +1". He was saying that rolling over a DC with d20+ability score mod is "more osr and better game design because then the characters aren't weak and their rolls aren't trivialized"

It's a terrific starting adventure for players, but it's terrible for new referees.
It's not trying to trap minds, but they do need to excise a bit of it's chaff.

>they
*referees

>What's the most creative use of a animal or monster body party you've ever seen?

One time in 5E the party took a Flame Skull (a creature that rejuvenates in after a few hours) as a time bomb of sorts. Reducing it to 0 HP, and then sneaking it into hostile camps/buildings/etc.

>notes
saying...?

>spoiler
Never liked those, desu. Can't see the fun of it, from the player side.

Remember to hold them up at every tight corner while they explain how they get their spears and 10' poles past.

>Can't see the fun of it, from the player side.

Let the player play as the doppelganger. The doppelganger doesn't have to immediately turn against them; maybe it has goals and wants to observe the party. Still a bit of a fuck you to the player if he liked his character, but it might be interesting.

It may be 'interesting', but it is a slow, deliberated TPK, and requires that the players become partially responsible in that. A dick move all around.

>saying...?
Any and everything that only the player would experience.
Pass this back. and "DON'T DISCUSS THIS NOTE, 75xp if you secretly reread it 5 times across the next hour." are the note-passing equivalent of rolling blank dice.
Asking for saves then doing nothing regardless of the outcome is also a classic.

>Can't see the fun of it, from the player side.
Different strokes for different blokes.
The /vast/ majority of people I've met LOVE getting to screw other people over.

>75xp if you secretly reread
I want to rewards *bravery*, not staring at a paper OOC. If anything, this encourages internal drama and doing fuck-all but pointless arguing.
Besides, that's a one trick pony.

If you really have a such a huge issue with d20 roll-under ability checks then just use 3d6 roll-under checks like GURPS does.

>If you really have a such a huge issue with d20 roll-under ability checks then just use 3d6 roll-under checks like GURPS does.
Using modifiers, or using your raw ability score? Because if you mean the latter, wouldn't that make things considerably worse?

Raw ability score. Bell curve assures that most results will be 8-10.

Technically it's worse because it makes differences between individual scores bigger, exactly due to there being a bell curve.

>Besides, that's a one trick pony.
If you're the kind of referee would hands out a character sheet for "Yoodun Git'et, the Doppleganger" on a 3x5 card, your players will become the type of people who wonder why others keep nervously checking a card.
Also leads to interesting misunderstandings, like Yoodun assuming he's got a "partner."

>I want to rewards *bravery*, not staring at a paper OOC
We've since digressed, sorry. Pass them notes about empty rooms with treasure, they can hide some on their person before the rest of the party arrives.
The monsters fail their morale roll and break ranks. The Gods smile at their valor, the party says they've gone mad but the brave fool claims the ruined altar glows; atop they find...

Bravery is for 3.PF
OSR is about cowards who use trickery to steal loot.

Good, then how do I encourage my players to steal loot boldly? To use trickery on the spot?
If I'm asking is because my players are already too good at being cowards

Uncle Gary's advice was "When in doubt, throw rand encounters at them until they act they way you want them to."

And I thought the Exploding Death Meme Man was bad. God help us all.

They don't even learn Summon Magic Missile User!

EDM is wild mage-tier except it's a total joke played serious instead of a funny little thing.

>You are a female Eel-ling. You are the Witch of Bogrest. You are slippery as hell, very lithe, and you have way too many teeth.

>arousal.jpg

Dammit Veeky Forums, not again.

>Does he also have cleric spells in his new format? There's something incredibly appealing about it

I don't think he does. If you give me a list of, say, 20 "iconic" cleric spells I can write them up for you tonight.

>EDM is wild mage-tier except it's a total joke played serious instead of a funny little thing.

I'm not sure if you're for or against these guys.

Also, permanent magic missile is kind of a neat spell idea.

And, of course, Turn Undead as the school Perk.

>can haz animist write-up
>OK FINE

>I can write them up for you tonight.

I'm honestly impressed. That has to be the least usable list of spells I've ever seen. It actively makes my job harder in every single way.

And it took longer to make than just typing the spells out. You really had to work at it.

Congratulations.

Technicality!

There are no clerics in my game or setting, so I don't feel bad at all.

But there's a chance that an Animist will show up, and I don't want to "spoil" the concept before my players have had a chance to decide/learn things about it.

Animate Dead*
Astral Spell
Banish
Create Food
Cure Disease
Cure Light Wounds
Gentle Repose
Hold Person*
Inflict Serious Wounds
Know Alignment
Light*
Protection from Evil
Quest
Remove Fear
Sending
Speak with the Dead*
Sticks to Snakes
Truesight*
Undetectable Alignment
Water Walk

Ok, cool. It'll take me a bit, but I'll link to them when I'm done.

An important thing to bear in mind: Raise Dead really truly only belongs in the hands of rare (and stingy) NPCs.

"Came back wrong" is always a nice touch, too.
A *different* player who lost a character gets your raised PC, their slightly different mannerisms and not-fully-matching backstory unnerve all the hirelings.
The raised character feels empathy with fae, and is easily persuaded to strong political views.
The raised character returns misshapen, and suffers level drain to represent their weakness and their lack of adaption to their new form. etc.

Yeah, I'm thinking it's something like:

"Clerics of the Authority cast a version of this spell called 'Beseech the Throne'. It has a 99% failure chance, but if it succeeds, the character is instantly incarnated, naked, stunned, and with fading memories of heaven."

"Other Clerics can cast Raise Dead. The spell requires the investment of 4 [dice] which are automatically exhausted. The target mush be a fresh, mostly whole, corpse. The caster permanently loses 3 from a random stat. The base success chance is 1-in-6, but the caster can increase this by one of the following methods:

Lose 3 from another random stat: add +1 to the roll.
Sacrifice someone who loved/loves the target: add +1 to the roll
[other horrible nonsense]

The target is healed to 0 HP and revives. Serious wounds heal only to the point they allow the character to live. Missing limbs will not return, but vital organs will return to the bare minimum of function required. The target's maximum HP is equal to their Level. They permanently lose 1d6 Wisdom or [other consequences].

Or something like that. Just a quick sketch of the idea.

Ahem!

Honestly, /just/ Beseech the Throne sounds good.
Rich PCs can hire a large battery of Clerics to cast it until one sticks.
Poor or mid-dungeon PCs can hope the Authority doesn't hear their blasphemous prayers to the God of Luck.

Beseech the Throne
R: touch T: [dice] corpses or mementos D: 0
Allot [sum] among the targets. Each target has a [lot - 5]% chance of their owner clawing up from the earth in a fresh body. They are naked, confused, and have fading memories of heaven.

>their owner clawing up from the earth in a fresh body
Both too ghoulish and off-theme. I suggest a lightning bolt hitting and leaving the target behind.

Well, it has a 1% chance to work for PCs. If you are a rich NPC, your chances are effectively 0. It's not a "known quanitity" in the world. It's more "Convince some to pray for you. Not a prayer from a book. Not a prayer you can purchase. Really, truly pray. Pray like Conan prayed to Krom. Pray so hard your ears start to ring. You can't be surprised when it works. That's the point."

youtube.com/watch?v=AKt_Lp9B-tg

It's not really a spell. It's more of a... a thing you can ask someone to do for you.

It seemed overly ghoulish to me, too. But lightning seemed out of place in the dungeon.

>It's more of a... a thing you can ask someone to do for you.
Ahhh. Even from (faithful) non-Clerics. Got it.
I get what you're going for.

These are good, but you're sacrificing theme for complexity.
Clerics need a corpse's approval to cast Animate Dead.
The spell lasts months (permanent at 4 dice) and animated corpse is sentient until fully rotted away.
Still slaved to the Cleric tho. And bound for Pegatory after, instead of Heaven.
Permission is commonly purchased from the still living, or offered (with the servitude as repentance) to those in Hell.

> Even from (faithful) non-Clerics.

Chances are good that if you're that faithful, you're either a cleric or a paladin.

>These are good, but you're sacrificing theme for complexity.

I don't mind complexity for campaign-arc-defining spells.

Magic Missile, sure, that needs one line.

But Raise Dead? That needs a few solid paragraphs of evocative stuff. There's no point in making it 3 lines of text. It's got to be enough to hang an entire adventure from.

Took a break from Pathfinder to work on MTG instead. I butchered the lore a bit but Mirrodin's lore kinda sucked anyway and I prefer my headcanon. Contains rules for Leonin PCs!

inb4 someone complains about furries

So hold on a second.

Being 100% lawful is bad, but being 100% chaotic is caution but less bad? Being slightly more chaotic then normal is bad, but being half way chaotic is good? The hell is going on here.

It's good and bad in a roleplaying sense. It's generally better to be lawful because it leads to less bullshit like edgyness, but too much leads to more bullshit like "no fun allowed".

>Being 100% lawful is bad,
Strictly Law is not fun times, especially with non-Law party members.
>but being 100% chaotic is caution but less bad?
Yes.
>Being slightly more chaotic then normal is bad,
Yes.
>but being half way chaotic is good?
It's /just/ far enough into "villanous" that it reaches "interesting."
Think Arsène Lupin.

>Being 100% lawful is bad, but being 100% chaotic is caution but less bad?
Tbh this is the worst part. 90-99% chaotic (or whatever that is) definitely is faggot o'clock, but I see no reason why 100% chaos would be less faggotive.

>CHAOS is bigger than LAW

The colors describe the Player, not their Character.

>but I see no reason why 100% chaos would be less faggotive.
I made that for with the Little Brown Books in mind, IIRC.
You take monster hireling if they match your alignment (unless you hire them through magic).
Which is strong mechanical incentive to align with Chaos. Especially if you rolled high Charisma.
Under pretty much any other system, the line pointing to the sphere of Chaos should be red.

>You take monster hireling
*You can only take monsters as hirelings

Surprisingly sensible response! I'm unironically insta-convinced, I'm on your side now.

Just bought the core rules for Lamentations of the Flame Princess as well as "World of the Lost".

Did... Did I do good?

...God dammit, I still look sarcastic. I'm not, though.

>Did... Did I do good?
I refer you to this image.

Also important to note that, while red is "bad" orange is "be careful".

>ravenhydra

Come on, user. That's not even scary...

That's not scary either, just supernaturally irritating.

Come back with geese.

I beg to disagree.

And then I beg for mercy.

Boy, that knight looks pretty dehydrated!

Was Skerples? Either way,
>This isn't one of those Chinese cartoons you like so much, is it?
could he do a Xiān (仙) inspired school of magic?

...at some point *after* the Animist write-up, of course.

Ah, the Deep Goose, the worst nightmare of all adventurers.

And sure. The White Hand Wizards are pretty close in some ways. Although unlike my Animist Wizards, which were designed after a careful study of various kegare-related touchpoints, the White Hand Wizards were nicked from Goblin Punch wholesale and then edited with Kung Fu Hustle in mind...

So, results may vary.

Speaking of World of the Lost, has anyone ran it? How did it go? Did you add anything to it? Not deal with something that you wish the party had?

Some dude wrote about running it several times a couple months ago. Apparently him and his group really enjoyed it.

Time for some Cleric spells! I don't have clerics in my games. They don't have a niche. Priests deal with holy matters. Paladins enforce the word of the Authority. A good lunch heals you. If someone really wants to play a cleric, I'd probably use these excellent Mystic rules, or something like them. lastgaspgrimoire.com/religion-is-a-nest-of-serpents/

But anyway, people asked:

Animate Dead
See the Necromancer here. goblinpunch.blogspot.ca/2016/09/the-glog-wizards.html I'll eventually post up my take on Arnold's concept, but the rules won't change much.

Astral Spell
Despite its history, I've never liked the word "Astral". It falls in with "ESP" and "psionic" in my brain as word that are un-medieval. And "Astral Spell" sounds very generic, like "Damage Spell" or "Open Things Spell". Let's try:

Soul Flight
R: touch T: self D: [sum] minutes
You fall into a trance and your soul leaves your body. Your deity ensures no one moves into your body while you are gone, but cannot protect it from physical harm. Your soul can move as quickly as an angel's spear (200 miles per hour). Your soul is invisible, intangible, and unable to affect the world. You can attempt to possess a living creature with an opposed Charisma check. They gain a bonus equal to half their HD. If you successfully possess a creature, the duration on this spell resets to [sum] minutes when and if you leave. The target may Save at the end of each duration interval to expel you. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. When you return to your body, you must Save vs Intelligence to remember any details about your experiences and travels. Your soul remembers, but the meat does not.

Banish
R: [dice]x10' T: creature D: 0
Make an opposed Charisma check against daemonic creature, spectre, ghost, shadow, or other unnatural spook. If you succeed, you banish it from an area determined by the dice you invest. 1 [dice]: immediate area (a room, a body), 2 [dice]: village or dungeon, 3 [dice]: province or nation, 4 [dice] Creation. The creature is banished for a year and a day. If you fail your Charisma check, you take damage [sum] damage. Holy icons, proper rituals, favourable circumstances, and firm convictions may add +2 to +4 to your Charisma.

Create Food
R: touch T: point D: 0
You create enough food to feed [sum] people, along with clean water to fill one mug per person. Mugs, utensils, and condiments are not provided.

Cure Disease
See: goblinpunch.blogspot.ca/2016/06/the-glog-diseases.html
Or: udan-adan.blogspot.ca/2015/09/shamanic-healing-aka-so-where-is-this.html
If you want to cure a disease, cast banish.

Cure Light Wounds
This spell could just be called "Heal", so I'm going to do that.

Heal
R: touch T: creature or creatures D: concentration
Heal up to [sum] HP of creatures you touch. You may distribute healing among as many creatures as you would like, as long as the total HP healed does not exceed [sum] and you maintain concentration. If you invest 4 [dice] or more, you may instead heal a single target fully, and restore one lost limb or other defect. Alternatively, you can chose to inflict [sum] damage, distributed among creatures you touch as long as you maintain concentration, or invest 4 [dice] to deal [sum] damage to a creature and force it to Save or lose a limb.

Gentle Repose
This is probably a cleric cantrip. Touch a corpse and it won't rot or decay or a number of days equal to your Level.

Hold Person
R: 50' T: creature D: concentration, up to [sum] rounds
Target creature or object is locked in place by divine force. You must maintain concentration for this spell to work. Target can breathe and move their eyes, but cannot swim, fly, or perform any other action. If the creature is particularly willful, blasphemous, or a spellcaster, it may Save each round to break free, with a penalty equal to the [dice] you invested.

Inflict Serious Wounds
See: heal

Know Alignment
Another cantrip. Clerics always know their orientation towards heaven (and therefore, upwards). They can never be disoriented by darkness, gravity fluctuations, deep water, or spells.

Light
Written up here: coinsandscrolls.blogspot.ca/2017/03/osr-illusionist-wizards.html

Protection from Evil
Rewritten as:

Abominate
R: [dice]x10 radius T: area D: concentration
Declare one thing to be Abominated. Examples: the Undead, people with bad breath, elves, the colour green. That thing cannot enter the area of this spell. The spell is centered on the caster. Abominated things in the circle must Save each round or be pushed to its edges.

Quest
I do not like this spell. Command does a much better job.
R: 10' T: intelligent creature of [dice]x2 HD or less D: varies
Creature must Save or perform a task of up to [sum]+1 words. The spell ends when the task is complete. The task cannot be suicidal, and can easily be subverted by intelligent creatures. For example, the task "Run Away" could be completed by jogging 5' away from the caster, then turning around.

Remove Fear
R: 100' T: creatures that can see and hear you D: Up to [sum], varies
Target creatures that can see and here you are immune to fear and automatically pass all morale checks for the duration of this spell. The duration varies with the dice invested. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. The caster cannot benefit from this spell. If the caster fails a Fear test or a Morale check in sight of a creature affected by this spell, the spell's effects end for that creature.

Sending
R: unlimited T: creature you have spoken to before and whose true name you know D: [sum] rounds
You send a message that can be spoken in [sum] rounds or less to your target. The message will appear in 24-[sum] hours. It may appear to them as a dream, as a waking vision, or as a booming voice only they can hear.

Speak with the Dead
See the Necromancer rules upthread.

Sticks to Snakes
R: touch T: stick D: 0
Target stick becomes a snake. The snake owes you no favours. It has a 1-in-6 chance of being venemous (improved by +1 for each [dice] you invest past the first). The stick must be small enough to lift with one hand.

Truesight
R: touch T: sighted creature D: 10 min / permanent
If you invest one [die]: Target can see invisible things. Target can see through illusions. Non-magical disguises are not penetrated.

If you invest two or more [dice]: This can only be cast on yourself. As above, except you can also see through magical darkness, and see the true forms of shapeshifters. There are also some permanent effects: (a) You can tell if someone else is possessed by looking them in the eyes, and (b) You can always see the vague outlines undead, demons, or spirits, even in darkness, provided they are aware of you and are hostile.

Undetectable Alignment
Another cleric cantrip. Cancels out the effects of Detect Alignment so the cleric can enjoy rollercoasters or tumbling down a hill without becoming nauseous.

Water Walk
R: touch T: [dice] creatures D: [sum] minutes
You can walk over water as if it were land. Very wavy seas may require you to Save vs Dex.


Thoughts? I haven't done Turn Undead or Raise Dead yet, but they'll be in the post, along with the Generic Cleric Class Progression thing.

I remember fighting one of those in Phantasie III. Or was it II?

>Thoughts?
I'm not sure why I wasn't feeling it earlier, but reversible spells are pretty great. And also a Cleric thing.
Reverse "Gentle Repose" to rot corpses (or the living?), reverse "Sending" to spy on dreams, reverse "Animate Dead" to turn undead, reverse "Truesight" to turn things invisible (but only to searchers, not onlookers), et cetera et cetera all sound pretty great.
Pleasantly surprised you didn't just take Wizard Vision for Truesight, but I am surprised.

Any tips or anything from that you can remember? This will be the first time I run LotFP (I've ran other OSR, D&D and WFRP 2e games) and any help would be good.

Not all the Wizard classes get Wizard Vision, so it would be weird for the Cleric class to get an identical version. And stat drain didn't seem to fit.

I don't want every spell to be reversible (because that gets trite). Some are already mirrored (Banish and Soul Flight). Soul Flight is also the kind of spell that has both "good" and "evil" built right into it. Possess people to live forever. Possess them to give them wise advice or cure their madness. Spy on the bathhouse ladies. Spy on the enemy general to prevent a war.

Gentle Repose is just a cantrip. It can either be "I'm saving this body for later (Cleric I Necromancer III is very good), or "Don't rot until we give you a proper funeral".

Sending also has multiple uses. You can casually send abuse and filth to your enemies. They can't block you from haunting their lives and ruining their dinner parties.

I really wish that finding hi-res images of Mirrodin card art was easier.

Here's every card (sans a few promos) from every set at 600 dpi.
slightlymagic.net/forum/viewtopic.php?f=15&t=18042

How would you depict a functional chaotic aligned society/civilization?

Though I'll admit, I think "sticks to snakes" is a bizzare spell for a generic cleric. There are more incidents of Control Sunlight in the Bible than there are of Sticks to Snakes, if that's what the plan was. Or maybe it's a Thulsa Doom thing, in which case it's even weirder.

I guess if you get Snake Charm at 2nd level, it makes more sense. But why does Speak with Monster need a 6th level slot? And why is Create Normal Animals on the list at all?

A powerful wizard runs everything.
There's always room for a promotion.
For the common man, life is pic related.

>functional
Small autonomous villages that operate under democratic principles and occasionally mob rule?

I'd be all over this if it wasn't a torrent. Thanks though.