Category Archives: Rules

Spells Without Levels: Vivimancy

These spells are inspired by confusion, disintegrate, slow, haste, growth of animals, neutralize poison, polymorph self, polymorph other, and stone to flesh. See spells without levels for more information about this project. The category name vivimancy was borrowed from The City of Iron.

Bloodlust

This spell awakens the inner beast, causing the growth of claws and fangs, granting a +1 to attack and damage, and a decrease by 1 to all damage taken (a saving throw is permitted for the unwilling). Any creature so enraged must make a melee attack against the nearest combatant every round in the most violent manner possible (this generally means that the target should be determined randomly). When the spell expires, the subject collapses into unconsciousness if a saving throw is failed, and if this saving throw is a natural 1, the subject contracts lycanthropy.

Genoplasm

The sorcerer’s touch causes the chaotic workings of life to permeate contiguous nonliving matter, approximately the size of one human per level (living creatures touched during the workings of this spell are subject to mutation if a saving throw is failed). One exploration turn of contact leads to softening and weakness, as veins, entrails, and other organic appurtenances metastasize, and after three exploration turns of contact, the matter collapses entirely into warm, pulsing slime. During each turn of contact, there is a 1 in 6 chance of the transforming matter spawning some hitherto unseen organism, though such spawns are almost certainly unviable.

Indolence

All within a melee area are stricken with lethargy, moving at half their normal rate, and acting last in initiative automatically. Creatures of less than or equal HD to the sorcerer’s level are affected automatically, while others get a saving throw to avoid the effect. Indolence may also be cast on mechanisms or other things that engage in progress or change.

Quickening

Similar to indolence, but the reverse in all ways.

Ravening

The growth processes of several animals are accelerated, inducing ravenous hunger. If sufficient food is not available, the creatures will attempt to consume anything nearby, and will gain sustenance from materials not normally consumable, such as wood or dirt, though food or flesh is preferred. The animals 1) double in size for the duration of the spell and then collapse into unconsciousness afterwards, 2) double in size permanently, or 3) grow until they become gargantuan and are driven insane.

Serpent’s Kiss

After casting this spell, the sorcerer grows long, hollow fangs, which may be used for a bite attack as if armed. These fangs may also be used to to draw out venom from someone that has been poisoned, negating the poison, though this process is painful and somewhat gruesome. Venom so extracted is then stored in a new gland that develops within the sorcerer’s body, and may be delivered by bite during the spell’s duration.

Totem

Every person has two totems, a predator totem and a prey totem, which are connected and should be determined randomly (and recorded): 1) bat/centipede, 2) cat/rat, 3) hawk/newt, 4) owl/frog, 5) serpent/chicken, 6) wolf/sheep. This spell allows the sorcerer to transform into the predator totem animal, or force another into their own prey totem (marked by the sorcerer’s totem sigil), the enchantment being permanent as long as the sigil is present (though a saving throw applies). Equipment does not transform.

Vitalize

A form in stone, such as a statue, is endowed with life, viscera, beating hearts, flesh, and so forth. If the stone was once living, that previous existence is permanently restored. Otherwise, when the spell ends the new life will 1) return to stone, 2) dissolve into a mess of biological waste, or 3) be stolen by an incorporeal soul, demon, or spirit for unpredictable purposes.

Redon - Flower of Blood (source)

Redon – Flower of Blood (source)

 

Spells Without Levels: Psychomancy

These spells are inspired by charm person, read languages, sleep, and feeblemind. See spells without levels for more information about this project.

Bewitch

Hostile creatures become neutral, neutral creatures become friendly, and friendly creatures become infatuated. Friendly creatures will be open to serving the sorcerer, given some basic incentive, and infatuated creatures require no incentive. Affects a number of HD worth of creatures equal to sorcerer level.

Comprehension

The meaning of obscured or indecipherable communications is laid bare. This spell may be used to understand the words of any language or read the true intent of a cyphered missive. Even spirit or animal speech, such as the groaning of clouds or the howling of wolves, may sometimes disclose their secrets.

Dominate

By standing completely still with eyes closed in concentration, the sorcerer may enter the body of another within sight, gaining access to any of their senses, and dictate the subject’s physical actions (a saving throw applies, but does not end the spell, and the sorcerer may attempt command again in following rounds, against the same subject or another). Subjects of this spell may resist any given dictated action by taking a die of damage. Such manipulation is awkward (a minor penalty applies), and lends a marionette-like quality to the movements and demeanor of the subject so controlled.

Dust of the Sandman

Sparkling dust conjured from the land of dreams blankets a small melee, and all within must save versus magic or fall asleep.

Plasmic Manipulation

The sorcerer examines the mind of another for spells or other plasmic entities and may choose one of the following options: 1) steal one spell for later casting 2) implant (and thus lose) a spell into the target’s consciousness 3) free any number of plasmic entities from the target’s mind (in effect voiding prepared spells). The target of this spell is permitted a saving throw (use of a spell shield provides a +2 saving throw bonus rather than entirely preventing the effect), and if that saving throw is a natural 20 the target may instead raid the mind of the spell’s originator, with recourse to the same three options.

Redon - Closed Eyes (source)

Redon – Closed Eyes (source)

 

Spells Without Levels: Necromancy

These spells were inspired by phantasmal forces, animate dead, death spell, magic jar, and reincarnation. See spells without levels for more information about this project.

Poltergeist

A number of wicked poltergeists equal to the sorcerer’s level are summoned to haunt a place, person, or group of people (there is a 50% chance the haunting persists after the spell ends, and the sorcerer only retains influence while the spell is active). While alone the poltergeists will do their best to harass and torment their chosen targets, or all living creatures other than the sorcerer if no specific victim was indicated. Though the poltergeists cannot talk and are insubstantial, the sorcerer can direct them to laugh insanely, become visible as ghostly menaces with varying forms, howl discordantly, and cause telekinetic mischief (including the hurling of heavy or sharp objects that may cause real damage, though the referee should decide exactly what the poltergeists do).

Reanimate

Command or animate a number of HD worth of undead up to the sorcerer’s level (undead HD must match HD as they were in life), which is also the maximum HD worth of undead that a sorcerer may control at once (a saving throw applies for previously existing undead, and if the undead are under the control of another entity, that entity’s saving throw should be used). The newly risen dead are wide eyed, hopeful, eager to serve, and often overenthusiastic, if not particularly creative, in carrying out directives. When the spell ends, the undead minions 1) turn on the sorcerer in anger, 2) become catatonic, 3) collapse into mundane corpses, 4) dissolve into superheated ash or toxic slime, 5) travel to the land of the dead by opening a gate (which remains), or 6) become permanent minions (though they still count against the maximum number of controllable undead).

Death Ray

Kill one creature of HD less than or equal to the sorcerer’s level (if cast against targets above this HD threshold, the spell is not expended). A saving throw applies, though even if successful the target takes two dice of damage. There is a possibility that any creature slain by this spell will rise, either immediately or in the future, dedicated in undeath to vengeance against the sorcerer (chance again as per the creature’s save versus magic).

Soul Transfer

The sorcerer’s soul is placed in a talisman such as a pendant or article of clothing, leaving the original body behind in stasis. While in the talisman, the sorcerer’s consciousness remains active and aware of events nearby, and may possess any body that comes in contact with the talisman, though a save is permitted if the possession is resisted. If this new body is slain while occupied by the sorcerer’s soul, a saving throw is required for the sorcerer’s soul to return to the talisman and avoid becoming trapped in the spirit world.

Transmigration

Prepared canopic jars and paraphernalia must be available, and a freshly slain person’s organs harvested during the casting of this spell. Using the properly prepared remains, a ritual of three days and three nights may then be performed that slowly gathers a new body around the soul still contained in the brains and viscera. This new body should be determined using random encounter tables.

Edit: renamed the slay spell death ray.

Redon - Cauldron of the Sorceress (source)

Redon – Cauldron of the Sorceress (source)

 

Spells Without Levels: Elementalism

These spells were inspired by fly, fireball, lightning bolt, protection from normal missiles, pass-wall, lower water, part water, move earth, and control weather. See spells without levels for more information about this project.

Chariot of Air

A tumult of air elementals, prismatic and cacophonous, bears the sorcerer aloft and in any direction desired. Buffeted this way and that, no subtle action may be taken or communication attempted over the roar and incoherent babbling of the winds. Despite the many voices they have stolen, these creatures communicate by caresses and only madly wail in confusion if not in contact with the sorcerer.

Pyrokinesis

The sorcerer gains complete control over a fire, and may cause it to grow, shrink, or otherwise change. The fire may be detonated (causing 1d6 damage per sorcerer level to all nearby), though this ends the spell.

Rockspeech

Awaken the greater spirit of a hill or other stone prominence. It will obey basic commands, but is usually very slow, and is aversive to areas of great corruption. There is a 1 in 6 chance that the shift will be immediate and accompanied by an earthquake.

Seduce Waters

Divested of all equipment and clothing, the sorcerer bathes in a water, such as a river, lake, or pool (but not sea or ocean, as those old gods are wicked beyond measure) and in so doing communes with the spirit of the water. The water spirit will obey basic commands (though sometimes in fickle ways), and thus may be parted, lowered, or otherwise modified. Spirits often have requests of sorcerers, given how they are during most of their existence hemmed in by rock and sky.

The Spell of Subterranean Gullets

All tunnels, pits, and lacunae are the mouths, throats, and visceral spaces of the greater earth god Maxilor. The sorcerer may command the instantaneous opening of such a void in stone or rock, either horizontally (as a tunnel) or vertically (as a pit) to a depth of 10 feet per sorcerer level. The stone slowly returns to its former configuration, and will have closed completely (crushing any within) by the end of the spell.

Stormspeech

The sorcerer may command the weather, though only in generalities such as summoning powerful winds, occluding the sun with dark storm clouds, or causing a downpour. Invariably any weather modifications will result in threefold retribution as the skies become enraged by mortal interference and reassert dominance in days to come. Stormspeech is most commonly used for speeding ships on placid seas, as the seafaring sorcerer will likely be far away from the rebalancing when it comes.

Trapped Lightning

First a trap, such as a bottle or copper rod, must be prepared and then set out under an open sky in a cosmically enticing manner, which will draw the lightning. By speaking the words of the spell, the trapped lightning may be discharged, doing 1d6 damage per sorcerer level to all in the path of the bolt or radius of the discharge (which can be bound again immediately if another trap has been laid in the correct location), though beware that being doused with water will free and disperse the lightning prior to use. When used as a melee weapon by the sorcerer, an undischarged lightning rod will knock back human-sized targets and deal one die of damage if a saving throw versus magic is failed.

Wind Barrier

Swirling winds deflect small missiles such as arrows or spears. The spell moves with the sorcerer, and may shelter a number of people equal to the sorcerer’s level. Outgoing missiles are hindered as well.

Roerich - Spell-words (source)

Roerich – Spell-words (source)

 

Spells Without Levels: Diabolism

These spells were inspired by hold person, protection from evil, geas, invisible stalker, light, cloudkill, contact higher plane, and conjure elemental. An element of Death Frost Doom informed covenant. I might give sorcerers that start with conjure the true name of a 1 HD minor demon. See spells without levels for more information about this project. Some spells make use of sigils. A sorcerer may only ever have one sigil of a given type active at a time and the creation of a new sigil causes any previous sigils of the same type to vanish.


Bind

Summon invisible, extra-dimensional chains. A number of hit dice worth of creatures equal to the sorcerer’s level may be bound, and saving throws apply. Bindings may be set as traps by laying a binding sigil.

Circle of Protection

Supernatural creatures of HD less than or equal to the sorcerer’s level may not cross or disturb the circle boundary. A number of people equal to the sorcerer’s level may shelter within the circle. The circle must be drawn prior to casting, is immobile, and lasts until the circle is broken.

Covenant

Magically seal a bargain between the sorcerer and a counterparty by awarding temporary control of both souls to a devil. Free assent is required, but may be compelled by factors external to the magic (such as a dagger to the throat). Demonic malady rewards temporary deviation, and ignoring the covenant completely allows the devil to take permanent possession, which causes death (and eternal torment).

Demonic Assassin

Conjure forth a demon and negotiate terms (part of payment is always the soul of the target). The sorcerer’s sigil must be set upon a possession of the target. The demon will then hunt the possessor of the object the sigil is set upon until the possessor is slain.

Gleam

Conjure a hovering insubstantial spirit of radiance that does not shed heat, does not require air, is not doused by water, and may be maintained with concentration. A number of gleams equal to 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.

Miasma

Summon the poisonous atmosphere of hell. Determine effect randomly: 1) save or die if breathed 2) one die of acid damage per round and vulnerable objects must save 3) burning blindness permanent until treated with salves and poultices 4) uncontrollable retching which imposes a -4 penalty and prevents complex actions such as spell casting 5) one die of cold damage per round and any killed in the miasma rise as uncontrollable ice revenants 6) the stench of chaos requires all within to save or go berserk, attacking randomly any within reach. The miasma follows the wind, but otherwise seeks to descend back to its place of origin.

Petition

Query a creature from another dimension. If a particular true name is known, it may be intoned during the casting of this spell, and the named creature will answer, otherwise determine the entity randomly (such as from a table of demon lords). Answers are not guaranteed to be truthful, and entities will usually attempt to further their own interests.

Conjure

Call a creature from another dimension. If a particular true name is known, it may be intoned during the casting of this spell, and the named creature will come, but the veil may also be rent without care for what will emerge (determine entity randomly, either by rolling 1d20 for HD and making up the other details or by using a table of creatures from other dimensions). Sorcerers may control any conjured entity of hit dice less than or equal to the sorcerer’s level with concentration, but otherwise the standard reaction roll and negotiation procedures apply.

Solomko - Fortune-telling (source)

Solomko – Fortune-telling (source)

 

Spells without levels

Roerich - Magician (source)

Roerich – Magician (source)

Rather than rate spells by level and make some spells only available to high level sorcerers, spells could be level agnostic. Two important properties are required for a level agnostic spell. First, power and spell consequences need to be modulated so that basic game challenges are not circumvented. That is, all spells need to be appropriate for beginning characters. Second, spell capabilities must scale to some degree with sorcerer level so that they remain relevant throughout the game. This approach provides several benefits, such as the possibility of playing many different kinds of sorcerer from the beginning of a campaign (no waiting for 9th level magic-users getting raise dead in order to be a “real” necromancer), and puts more potentially campaign altering tools in the hands of players immediately (though such alteration often comes with consequences).

Lamentations of the Flame Princess has taken a similar approach with some spells, such as the first level summon spell, and A Spell to Grant One’s Heart’s Desire (basically, a first level variation of wish) from Better Than Any Man (available as pay-what-you-want). These spells were definitely an inspiration.

There may be some drawbacks to this approach to spell design as well, and I am certainly not claiming that this model is better for all campaigns. For example, there is something to be said for aspirational spells as motivation. Further, dividing spells into levels introduces complexity gradually. That said, random determination of spells can help mitigate information overload, and hopefully other adventure motivation will be available.

Following this logic, I have created a new set of level agnostic spells inspired by the original list in Men & Magic. Each spell description is restricted to three sentences. If backwards compatibility is desired, all spells could be treated as first level. If replacing all magic with level agnostic spells, rather than the standard spell progression, a sorcerer could have a number of spell slots equal to level, with bonus spells slots perhaps awarded for characters with an exceptional intelligence. Spells that persist over time last 1 turn per sorcerer level. Some spells make use of sigils. A sorcerer may only ever have one sigil of a given type active at a time and the creation of a new sigil causes any previous sigils of the same type to vanish.

The categories that seemed to arise naturally in this process were diabolism, elementalism, psychomancy, necromancy, spiritualism, translocation, and vivimancy. (There are a few spells that I’m still not sure about, which might potentially give rise to more categories.) Each of these categories will be presented in an upcoming post.

Degree of success as damage

Men & Magic, page 19

ATTACK MATRIX 1.: MEN ATTACKING (Men & Magic, p19)

A simple house rule idea that just occurred to me, for D&D and similar games: damage from a successful attack = 1 + attack roll degree of success. The 1 is necessary so that some damage is still done when the attack roll succeeds exactly (otherwise, you are essentially applying a -1 penalty to the attack roll).

Some benefits:

  • One roll rather than two.
  • Makes clear the true nature of the attack roll (expected damage is the important thing).
  • Higher level fighters do increasing damage in a pleasing way.
  • The attack roll has many seeming degrees of success.

Expected damage numbers are provided below, for fighters of levels 1, 4, 7, and 10 against ACs of 9 and 2 using ATTACK MATRIX 1 from Men & Magic, page 19 (B/X uses identical numbers other than for zero level people; see the Expert Rules page X26). These numbers are averaged over all die possibilities, including misses, and so are expected damage per round. Comparisons with expected numbers from weapons dealing 1d6 (average: 3.5) damage are provided in parentheses.

Fighter Level Damage Versus AC 9 Damage Versus AC 2
1  3.3 (1.925)  0.5 (0.7)
4  4.55 (2.275)  1.05 (1.05)
7  6.8 (2.8)  3.3 (1.925)
10  8.55 (3.15)  4.55 (2.275)

You will see that in general, this shifts the damage potential up for most situations (all, in fact, other than first level versus AC 2, at least of those data points shown in the table). ACs 9 and 2 were chosen because they encompasses the full OD&D range from unarmored to plate & shield. Results are independent of other bonuses, which will just raise or lower the expected numbers for all schemes. I imagine the numbers would remain somewhat similar if using a simplification such as hit dice as attack bonus. The same numbers obtain for the other classes, though the level ranges are different (a 9th level cleric hits as a 7th level fighter, for example).

The expected values are close enough that this adjustment will obviously not break the game, though it might shift the dynamics slightly. One could also cap damage at 6 for slightly more restrained damage results (just for comparison, with that modification numbers versus AC 9 become: 2.55, 3.15, 4.05, 4.65 for levels 1, 4, 7, 10 respectively and have a much smaller standard deviation).

The spreadsheets that I used to calculate these numbers can be found here:

D20 turn undead variant

Appearance of Banquo

Appearance of Banquo (source)

Quick: 1d20 + cleric level + CHR vs. 10 + HD. Succeed by 5 or more banishes or destroys. Nat 20 always succeeds, nat 1 results in a complication.

To turn away unholy creatures, such as demons or the walking dead, present an object of faith. Roll 1d20, add cleric level, and add charisma modifier. If the roll is equal to or greater than 10 + creature HD, the creature shrinks back or flees. If the roll exceeds the target number by 5 or more, the creature is destroyed or banished. Roll no more than once per encounter, and compare this single roll to all potentially affected monsters. Lower HD creatures are affected first. On a natural 1, your faith has failed you (or your god has deserted you), and your hubris only angers the monsters, giving them some form of bonus for the remainder of the encounter (perhaps +1 to everything, or a burning desire to slay and feast on the cleric specifically). Most of the time, you can assume that all undead in the encounter are potentially affected, but if there is a true horde, the max HD of affected creatures could be the modified turning roll (so a 6th level cleric with CHR of +2 that rolls a 10 affects up to 18 HD).

Advantages of this method:

  • Easier to remember than reaction roll ranges or (shudder) the whole turning table.
  • Less certainty makes every attempt interesting.
  • Gives lower level clerics more potential and higher level clerics more risk (relatively).
  • The turning roll always has 4 potential degrees of success.

Potential variations:

  • Require the use of a vial of holy water to add resource management restriction.
  • Allow anyone to turn, but widen the “fumble” zone to 1 + monster HD for non clerics.
  • Games without charisma modifiers would obviously just use + level.
  • Works as influence undead, of course, for necromancers or anti-clerics as well.

Somewhat reminiscent of Delta’s house rules, though his approach is framed as target 20 (and he has done away with clerics). Also similar to the 3E/Pathfinder method, though player-facing rather than referee-facing. In PF, the undead make a will save with DC 10 + half cleric level + cleric CHR. By the book, the PF method probably requires much more dice rolling, as each creature should get its own save, though I suppose you could roll one save per creature type to save time. In general, for PC abilities, I tend to prefer player-facing rolls, as they are more engaging (this is one thing that 4E definitely got right).

Gravity Sinister Gameplay

mage avatarFirst order of business: I have a real name now for the JRPG Basic game, Gravity Sinister. The blog tag will be shortly updated to reflect this, though I’m not going to bother changing previous post names. Hope that’s not too confusing.

This part of the rules took a surprisingly long time to write, despite the simplicity of the underlying idea, and I suspect it will still require more polishing (though I don’t expect to modify the approach in any substantial way). The structure formalizes the idea of a referee turn, which has a slightly different manifestation in each turn type, but should hopefully be easy to understand, and make the time cost of actions (at all time scales) salient.

In addition to having an easy to remember, generalized approach to gameplay at all levels of detail, the method described below has some interesting corollaries, such as automatically and mechanically increasing danger by taking a separate referee turn per group if the party splits.


Gameplay

Gameplay consists of turns. A turn can represent a very short time, such as an exchange of blows during combat, or a longer time, such as a week of recuperation in town between excursions. There are four such levels of detail: haven, travel, dungeon/exploration, and combat/tactical. The game moves between these kinds of turns as appropriate, moderated by the referee.

The basic turn structure is similar at all four levels of detail. Everyone playing the game gets a turn (including the referee), and then the whole process repeats, perhaps at a different level of detail depending on the fictional events. Sometimes (for example, during combat) turn order matters, but often it’s enough to just make sure that everyone gets a “go” before the next round starts. The rules for the different turn types explain when order matters and how to handle it.

The referee takes a turn during every round, just like other players. Referee turns work a bit differently than player turns, as the referee has to manage the entire fictional world. In combat, the referee’s turn is to act as the foes (attacking, running away, pleading for mercy from the PCs, and so forth). During exploration and travel rounds, the referee’s turn includes making random encounter checks. During haven turns, the referee updates the state of the world at large.

It is suggested that all dice (even random encounter checks) be rolled in the open and transparently with regard to underlying mechanics. There is no reason to hide the fact that an area is dangerous from the players, and rolling dice in the open will increase the sense of impartiality, which is important for a fair and challenging game.

Random Encounter Checks

Many referee turns require rolling for a random encounter, and the process is handled the same way irrespective of the turn type. The referee rolls a die (by default, 1d6), and a random encounter happens on a roll of 1. Other die sizes may be used to reflect differing levels of danger (thus, 1d4 or 1d3 might be used for a very dangerous place, as the chance of rolling a 1 using those dice is higher than with 1d6). If party members separate, the referee will need to alternate between the various player groups, and will take a separate turn for each (thus increasing the danger).

Combat Turns

Combat turns are used for handling fighting, pursuit, and other situations where minute to minute or even second to second actions are important. Turn order in encounters is managed using initiative, and acting prior to enemies in a given round offers several benefits.

Characters not yet in melee may make a ranged attack or engage in melee. Retreat from melee is more involved, and is covered in combat positioning. In addition to attacks, any conceivable action may be attempted; success or failure is adjudicated by the referee, and may require various attribute checks as appropriate.

The referee may take multiple combat turns, to represent different groups of NPCs acting at different times, but will usually only take one turn for ease of play. During this turn, the referee takes actions for all NPCs involved in the combat.

Exploration Turns

Exploring dangerous, unknown areas is handled using exploration turns. If an area is well known, or safe, don’t use exploration turns. Instead, jump to the next fictional situation where one of the turn types applies.

Each player takes an action for every exploration turn. In many cases, the entire party will take the same action (such as move to the next area), but this is not required (some characters might stand guard while others try to force a door, for example). Character actions during exploration turns are expected to be careful and deliberate; it is thus appropriate for players to ask as many questions as desired about the environment and situation before deciding on an action. All players should declare their actions before the referee’s turn.

The referee’s exploration turn is used for making a random encounter check, which represents the dangerous environment reacting to PC incursion. Random encounters usually take the form of encounters with the locations’s denizens (for example, a patrol). Random encounters may also be used to represent countdown timers for events like slowly-flooding tunnels. Referees must either prepare beforehand for potential random encounters or improvise as necessary.

Some exploration actions include:

  • Searching an area carefully (with the search skill)
  • Forcing a door or breaking open a locked box (with the force skill)
  • Picking a lock (with the open locks skill)
  • Moving cautiously to an adjacent area

Many of these actions correspond to basic skills, but player options are not limited to those covered by the skills available. Other actions should be adjudicated as necessary by the referee, perhaps using ability checks.

Examining a specific feature in an area is often not a full turn action. For example, opening a cabinet might not require a full turn (unless it is locked and needs to be forced). The exact length of an exploration turn is not important. Turns are just an abstraction to encapsulate the chance of complications arising.

Travel Turns

Overland exploration is handled with travel turns. Generally, there is one turn per day and one turn per night, though rough or dangerous areas may require more turns per day or night. Resolve travel turns much like exploration turns. The referee should first present various movement options, including any landmarks, and then all players declare an action. Players may either travel to a new area, or search the current area for hidden features. The referee makes a random encounter check on her turn, just like with exploration turns.

In the common case, the travel round following a day is a night. If PCs do not rest every other travel turn, they become exhausted. Players may choose to travel during the day and rest at night, or vice versa. Different kinds of encounters may occur during the night. Night encounters are often more dangerous, though this depends on the specific area, and they may also offer different kinds of reward.

Players may decide to explore any feature discovered during travel in more detail, and it may be appropriate to switch to exploration turns in such cases, as determined by the referee. Just as with exploration turns, if the party separates, the referee should take a turn for each group, increasing the relative danger.

Haven Turns

Haven turns represent time spent away from adventure, usually in a refuge like a town or stronghold, where PCs can recover, gather information, recruit retainers, and perform other such actions. Like other turn types, exact durations are usually not important, but a haven turn most often represents several days or a week of in-game time. Haven turns may only be taken when PCs are in relatively safe, protected areas. In addition to a standard haven action, PCs may re-roll their HP, to represent rest and recovery, taking the new roll if it is higher than the previous total. Specific classes may have special options for haven turn actions, such as crafting items.

Taking a haven turn is not without cost, as, like with all other turn types, the referee takes a turn during every haven round as well. During the referee’s haven turn, the state of the game world is advanced. Active situations are processed and dungeons are restocked. Doing this thoroughly can often take time, and thus is best handled between game sessions. This will give the referee a chance to think about the repercussions of PC action on the wider world, and generate more adventure locations if necessary.

Skills & languages

There is a discussion on Google Plus about determining languages randomly and how this might change the dynamics of the reaction roll to potentially include PCs other than just the one with the highest charisma. Here is a simple system based around that idea, which also incorporates other, general skills. This approach was influenced by the method of language determination in LotFP, the DCC skill system, and Numenera (which I am currently reading). This is not part of any larger rule set, and was written to easily integrate with any old school fantasy game.


PCs begin with 1 skill slot, plus one additional slot for each language or intelligence bonus (depending on the base system). An additional skill slot is added every time a level is gained. The number of slots is kept intentionally low to begin with for ease of use, but referees may begin characters with a larger pool of skill slots if desired. A character’s native language does not require the use of a skill slot.

Determining Skills & Languages. When confronted with a situation where speaking a language or having a skill would be advantageous, a player may make an intelligence check. If successful, the player’s character speaks the language or has the skill. Otherwise, the skill or language should be noted in a list of missing skills or languages (the character may gain training in these absent skills at a future time, but may not gain access to them using an intelligence check in the moment as described here). If the intelligence check is a critical failure, the PC in question simply does not have aptitude for the language or skill and may not attempt training of that language or skill in the future. Note this on the list of absent skills. This is essentially a way of retroactively determining part of a character’s past without needing to plan it beforehand. Further explanatory backstory can be developed if desired, which can be good fodder for detailing aspects of a setting that had hitherto been ignored.

Skill Scope. The scope of a skill should be slightly beyond the immediate task at hand and should be something that a person within the game world would recognize as a field of study or training. “Carpentry,” for example, rather than “building things.” Characters may take the same skill more than once if desired (pending successful intelligence check), and each time the skill is taken is recorded as a degree of specialization. Some referees may prefer to limit skills to one degree of specialization in order to encourage skill diversity. Consider requiring literacy as a separate skill for settings where learning is rare and precious.

Using Skills & Languages. Having access to a skill or language gives a character a basic level of competency which does not require any die rolls. For example, a character that speaks a given language can communicate in that language without any chance of failure and a character trained in carpentry can build a chair given wood and tools. Skills also allow you to make related ability checks using two dice, taking the best result (each degree of specialization adds another die).

Development Through Play. It is suggested that the skill and language lists be allowed to grow organically along with the campaign events. The PCs will naturally end up speaking languages and having the skills relevant to the challenges faced, so there will be no confusion at character creation about what languages will be useful. This is especially useful if the referee does not know or has not decided such setting details at that point. That said, players with a strong character concept may preselect particular skills at the time of character creation (referees may still prefer to require an intelligence check). Mechanically, by preselecting skills, players gain predictability of character competence (which can be used for creative planning) in exchange for giving up flexibility during play.

Random Languages. One benefit, from a game standpoint, of determining languages randomly in this way is that the character with the highest charisma in the party may not be the character that speaks a particular language. This makes the reaction modifier of all PCs potentially relevant. Be sure to use the charisma modifier of the interlocutor when making any reaction rolls. As a referee, consider rolling to determine if a group or creature encountered speaks a new language, if you have not already determined that part of the setting. Consider making languages based on location rather than race (as is commonly done in fantasy games), as this will make every town encountered potentially foreign. This can be used as a method to help develop a setting through play much like characters are described as developing through play above.

Training Skills. Players may spend their downtime action between sessions to gain training in a skill. This may require paying for training or locating a teacher, especially for more obscure or esoteric skills, as ruled by the referee. The process is otherwise the same as checking for a skill during play: make an intelligence check, and so forth. Failures may be retried, but this requires another downtime action between sessions (and may require further expense or teacher reaction rolls; teachers may become frustrated with students that are slow learners). If the intelligence check is a critical failure, the PC in question simply does not have aptitude for the language or skill and may not attempt training of that language or skill in the future. Note this on the list of absent skills.