Saturday, 4 December 2010
The Necromancer: A New OSRIC Class. Part III
Agent of Shadow
Level: 2
Range: 60 ft
Duration: See below
Area of Effect: 1 Shadow under the Necromancers control.
Components: One eye from a specially sacrificed human or demi-human victim.
Casting Time: 1 turn
Saving Throw: none.
This spell allows the Necromancer to send a single Shadow which must already be under the Necromancers control far beyond the normal distance at which he could retain control of an undead creature. The creature will perform one task for the Necromancer (typically scouting or assassination) before returning to the Caster. If the Shadow's task takes it beyond the Necromancers Shadow Agent radius (equal to 2 miles for every level of the Necromancer) it will either abandon it's mission and return to the Necromancer (50% chance) or else attempt to complete the mission. If it attempts to complete the mission it will break out of the Necromancers control after fulfilling it's objective. If this is the case it will not return to the Necromancer once it's errand is complete.
Corpse Touch:
Level: 2
Range: Caster
Duration: 3 rounds plus 1 round/level
Area of Effect: Caster
Components: Grave Dust
Casting Time: 2 segments
Saving Throw: vs Spell
The spell causes the Necromancers hands to turn a shade of corpse-blue. Each round until the spells duration expires, the Necromancer may make a normal weapon attack using only his hands. Any foe hit suffers D4+1/level hit points of cold damage as the chill of the grave suffuses their bones and must take a saving throw vs spell. If the save succeeds, there is no further affect from the Necromancers touch this round. If the save fails, the victim must take -1 to all future dice rolls until he has had to chance to warm up around a fire. This is a cumulative effect, so a victim who fails this saving throw twice suffers a -2 to all dice rolls. The Necromancer can make one such attack per round until the spell expires, counting as a weapon attack. The Necromancer is free to cast other spells without causing the spell to expire, but may not make a Corpse Touch attack and cast a spell in the same round.
Improved Animate Dead
Level: 2
Range: As Animate Dead
Duration: As Animate Dead
Area of Effect: As Animate Dead
Components: As Animate Dead
Casting Time: As Animate Dead
Saving Throw: As Animate Dead
As Animate Dead, except that the 1d6 creatures affected reanimate with half the hit dice they possessed while living. They attack as they did in life, but lose the benefits of strength, dexterity or weapon specialisation. They have D8 for hit dice, regardless of their previous hit dice type, may wear armour, attack with normal weapons and turn as ghouls. The bodies cannot have been dead for longer than a week and must be more or less whole.
Manufacture Ghoul
Level: 2
Range: touch
Duration: Permanent
Area of Effect: 1 unwilling Sacrificial Victim (see below)
Components: 1 Formally sacrificed victim, human flesh and 1000gp worth of rare herbs, unguents and lotions.
Casting Time: 1 night
Saving Throw: none
Creates a ghoul from a sacrificial victim (willing or otherwise). The victim must be human, and no other activity can be conducted that night. At midnight, the victim is first fed the flesh of another human (who must be a friend or loved one of the victim) and then sacrificed, his bleeding heart removed from his or her chest and held before his still living eyes until he expires. At which point, the Necromancer must anoint and paint the body using foul, ancient runes. At dawn the ritual ends, and at dusk that same day, the sacrificial victim shall arise as a ghoul under the control of the Necromancer. The ghoul will count towards the maximum hit dice of undead the caster can have under his control at any one time.
Sense Life
Level: 2
Range: caster
Duration: From Dusk till Dawn or Dawn till Dusk
Area of Effect: 120 ft radius
Components: A drop of still-warm blood dabbed on the forehead of the caster.
Casting Time: 1 round
Saving Throw: none
Three times during the spells duration, the Necromancer may concentrate for a single round to sense the presence of life within 120ft of his current position. Walls, doors, fences and the like prove no barrier to this ability. However, the Necromancer will only learn the direction in which the life is present and the intensity of that life force (number of warm bodies present, their rough size and so on). He will not be aware of the exact location of these living beings. if, for any reason, the blood is wiped from the casters forehead, the spell expires.
Summon Ghouls or Ghasts
Level: 2
Range: As Summon Skeletons or Zombies
Duration: As Summon Skeletons or Zombies
Area of Effect: As Summon Skeletons or Zombies
Components: As Summon Skeletons or Zombies
Casting Time: As Summon Skeletons or Zombies
Saving Throw: As Summon Skeletons or Zombies
This spell follows the rules for the first level Necromancer spell Summon Skeletons or Zombies, with the exception that it first attempts to Summon Ghouls or Ghasts, only summoning skeletons or zombies if no Ghouls or Ghasts are within range of the spell.
Wisdom of the Dead:
Level 2
Range: 60ft
Duration: 1 turn per level.
Area of Effect: The intact body from which the skull spell component was taken.
Components: 1 Skull. Grave Dust. 10gp worth of unguents and ink
Casting Time: 1 round
Saving Throw: None
By means of this spell, the Necromancer can interrogate the soul of the being to whom the skull belongs regarding events that have occurred within fifty feet of the body. This body must have previously undergone a night long ritual in which the body is adorned with dark runes which will tie the soul of the dead being to it's corpse. Should the body ever be dismembered or the skull destroyed, the soul will be freed from it's bondage and the skull in question may never be consulted again.
Corpses which have been prepared in this manner do NOT count towards the maximum HD of undead the caster can have under his control at any given time. They are not motile and, other than the ability to sense events around them (line of sight is not required) count as ordinary corpses for all other purposes and game rules.
Friday, 3 December 2010
The Necromancer: A New OSRIC Class. Part II
The Necromancer may learn and cast spells from the following list. Like Magic-Users and Illusionists, they learn these spells from spellbooks and scrolls, but cannot learn or use spells from Magic-User or Illusionist scrolls, they may use Necromancer scrolls only. The Necromancer must memorise his spells in accordance with the rules for Magic-Users and Illusionists.
(Note In the Necromancer class/sp table, Spell levels are referred to as "grades". In the original WD35 article, these were spell-like abilities, rather like spells).
Level 1 Necromancer Spells:
Animate Dead
Level: 1
Range: Caster
Duration: Until Next Dawn
Area of Effect: 60ft radius centred on caster.
Components: A number of human-sized, humanoids corpses. 1 Black gemstone worth at least 100gp.
Casting Time: 1 turn
Saving Throw: none
Enables Animation and control of 1d6 +1/level humanoid corpses of human size or less, which rise as zombies at the end of the casting time, whereupon the gemstone crumbles to dust. These zombies will serve the Necromancer until destroyed, affected by a "D" turning result or sunrise. The corpses must have been dead for no more than one week plus 1 day per level of the Necromancer.
Note that there are serious social and legal consequences for the Necromancer is caught in the act of casting this spell.
Cause Darkness
Level: 1
Range: See Darkness 15ft radius.
Duration: See Darkness 15ft radius.
Area of Effect: See Darkness 15ft radius.
Components: See Darkness 15ft radius.
Casting Time: See Darkness 15ft radius.
Saving Throw: See Darkness 15ft radius.
As per MU Spell Darkness 15ft radius.
Evil Eye
Level: 1
Range: 60ft
Duration: Until eye contact is broken
Area of Effect: 1 PC or NPC vulnerable to the effects of a Charm Person spell.
Components: none
Casting Time: 1 segment
Saving Throw: Save vs Spells
The Necromancer catches the victims eyes with a soulless, terrifying gaze. The affected character must save vs spell or be affected as per a Hold Person spell for as long the Necromancer continues to hold his gaze. This spell will not affect any character or creature not normally vulnerable to a charm person spell.
Feign Death
Level: 1
Range: self
Duration: 1 hour per level
Area of Effect: self
Components: Grave Dust
Casting Time: 1 segment
Saving Throw: none
The Necromancer falls to the ground lifeless, simulating death in all respects. His heart rate, pulse and breathing slow to an imperceptible degree. Only a medical examination or a Detect Life can detect the ruse. Of course, the Necromancer is just as vulnerable to having his head lopped off as any other corpse. The effect will persist for one hour per level, or until the Necromancer takes additional damage, whereupon he shall awake next round and must re-roll his initiative.
Grave Noises
Level: 1
Range: As per Audible Glamour
Duration: As per Audible Glamour
Area of Effect: As above
Components: As above
Casting Time: As above
Saving Throw: As above
This spell works in all respects as an Audible Glamour, save that it can be used only to simulate sepulchral noises, such as moans, groans, scuffling feet, howling, the clanking of chains - in shirt, any noise that might indicate the presence of the Undead.
Speak With Dead
Level: 1
Range: As third level Clerical Spell of same name
Duration: As third level Clerical Spell of same name
Area of Effect: As third level Clerical Spell of same name
Components: The head (or complete corpse) of the dead individual to be consulted.
Casting Time: As third level Clerical Spell of same name
Saving Throw: As third level Clerical Spell of same name
Functions as the third level Clerical Spell of the same name in all respects save level requirements and the requirement for a Holy Symbol.
Speak With Dead (Normal) Animals
Level: 1
Range: As Speak with dead, but affects only normal animals
Duration: As Speak with dead, but affects only normal animals
Area of Effect: As Speak with dead, but affects only normal animals
Components: The head or full corpse of the animal to be interrogated
Casting Time: As Speak with dead, but affects only normal animals
Saving Throw: As Speak with dead, but affects only normal animals
Treat this spell as the Speak With Dead Necromancer spell above. However, this version of the spell affects only dead, normal animals. It does not affect giant animals or insects (giant or otherwise).
Summon Skeletons and Zombies
Level: 1
Range: Centred on Caster
Duration: 1 turn per level of caster
Area of Effect: 125ft per level of the caster.
Components: A Bone Wand carved from the forearm of a fallen warrior, worth 150gp.
Casting Time: 1 full round
Saving Throw: none
The following information applies to all similar "Summon" spells cast by A Necromancer.
The Necromancer may summon up to a dozen undead creatures of this type or types within range to his present location. The combined Hit Dice total of the summoned undead must not exceed three times his Necromancer level. The summoned Undead will immediately move as rapidly as possible to the location of the Necromancer. If no Undead of the summoned type are within the Area of Effect, then up to a dozen lesser undead will be attracted instead. If the Summoned undead creatures are under the control of another there is only a fifty percent chance (+5% per level of the caster above that of the Controller, -5% per level if Controller is of a higher level than the caster) that the summoned undead will obey the summons.
The caster does not need to continue concentrating on the spell once cast. The summoned undead will move to the location of the summoning regardless of whether or not the caster is still present. However, if the caster does maintain his concentration the undead will travel to his current location, regardless of whether or not the caster has moved to a different location after casting the spell.
Summoned undead may be brought under the Casters control using the Turn Undead matrix. Summoned undead are NOT automatically under the casters control and may even attack him once they arrive.If, after the spells duration expires, if the Summoned Undead are not under the casters control, they may remain at the location they were summoned too (50% chance) or else return to their previous location (50%) chance. Intelligent undead, however, are likely to begin a "man-hunt" for the creature that dared summon them.
Tomorrow: Level 2 Necromancer Spells
Tuesday, 30 November 2010
The Necromancer: A New OSRIC Class. Part I
The Necromancer Character class depicted here is adapted from the version published in White Dwarf number 35. While the flavour text has changed considerably, there are very few mechanical changes to the class as invisioned by it's creator, Lew Pulphiser. Those changes relate mostly to making the Necromancer specifically a Magic-User sub-class rather than the cleric derivative it was originally intended to be.Necromancers are a very specialised form of magic-user, ones with an unholy interest in the workings of undeath and a morbid desire to prolong their own life through the study and animation of corpses. The "typical" Necromancer (if there is such a thing) is a loner who vastly prefers the company of the undead to living beings, who serve to remind him of his own mortality. Such sinister figures rarely submit their will to anyone save themselves, or their master in the dark art's they pursue. Humanoids rarely enter the service of such a being, lest they wind up serving their masters whim as experimental subjects as well as guards. Even animals tend to avoid a Necromancer, warned away by the all-pervasive stench of death and decay that surrounds them.
As a Necromancer ages in his craft, they become more and more repulsive to other, living beings, loosing what little grasp of their own humanity they once possessed. Desperate to maintain their unholy lifestyle, they must frequently sacrifice intelligent beings in dark rituals to maintain their power, absorbing the life force of the prey to maintain their sinister powers. As they lose more and more of their humanity, they gain a greater affinity with the negative energy of the undead, no longer able to heal themselves naturally or through cure spells, instead requiring the sacrifice of a living being in a long drawn out ritual culminating in the consumption of the victims flesh and blood.
Loathed and hated by all around them, Necromancers face persecution from all sensible folk, yet in certain lands they have found welcome and even high status, though such lands are dark and benighted places indeed.
The Necromancer Character:
Minimum Scores: Int 12+, Con 14+ and Wis no more than 12. Cha is also important, as explained below.
Hit Die Type and Number: D4 (max 9) - Please note this does not match the figure given in the advancement table below. Substitute a D4 instead.
Alignment: Any evil
Experience Bonus: none
Armour/Shield Permitted: none
Weapons Permitted: Dagger, Staff, Sickle, Scythe, Flaming Oil
Weapon Proficiencies: Pick 1 +1 every four levels.
Non-Proficiency Attack Penalty: -4
Saving Throws & Attacks: As Magic User of the same level.

Necromancer Class Abilities:
Magic Items: The necromancer may use potions, rings, rods, staves, wands and misc. magical items. He may not use Cleric, Magic User or Illusionist scrolls. Nor may he use any magical armour. He may only use magical weapons with which he is proficient.
Spell Casting: The necromancer may cast a certain number of Necromancer spells per day depending on his character level. See the Necromancer Advancement Table for details.
Control Undead: The necromancer automatically controls any undead that are of his creation up to his maximum limit of Hit Dice (see below). He may also Rebuke and Control Undead as per an evil cleric of the same level (though this does not require a magical item or any other prop, simply an authoritative command that they obey him). Once he has successfully used his Control Undead ability on an undead creature, that creature remains under his control until one of the following conditions occur:
- The undead creature moves more than 20ft x the Necromancer's level away from him (unless left with specific orders to remain in place and guard a given location).
- A "D" result by a good cleric on the Undead Turning Matrix (a subsequent D result is required to destroy the creature).
- The Undead creature is affected by a Dispel Evil spell.
A Necromancer gains full xp from any kills made by undead creatures under his control while he is present and in line of sight. He receives no experience from their kills otherwise.
I Am Your Master: Any cleric attempting to turn an undead creature under the Necromancers control in the presence of the necromancer subtracts one from their check result on the Undead Turning Matrix for every two levels of the necromancer.
Undead Resistance: A Necromancer is immune to the special attacks and special powers of any undead creature with fewer Hit Dice than the Necromancer has character levels. A third level Necromancer, for example, is immune to the paralysis induced by ghouls.
Death Holds no Secrets from Me: The necromancers dark knowledge grants him a certain immunity to the fear of death. As such, he gains a +2 bonus to any saving throws against fear where fear of death is a factor. He also receives a +2 bonus to all saves death magic.
The Blood is Life, the Blood is Unlife: Necromancers do not heal wounds naturally or by use of cure spells. Instead they must conduct an hour long ritual in which an intelligent being is sacrificed in order to heal themselves of any wounds or disease. The ritual requires special equipment including an alter and sacrificial knife. The Necromancer heals himself of damage equal to a total of half the victims hit points at the time the ritual began. Otherwise, a Necromancer can only be healed by the fifth level Necromancer spell, Drain Health. Even reversed cure spells have no effect.
Appease the Dark Ones: A Necromancer must periodically make a special sacrifice to the forces of evil and undeath or else lose his powers. The frequency of sacrifice and the rarity of the victim increase with the Necromancers level in accordance with the table below. If the Necromancer misses a ritual, he loses all his non-spellcasting class abilities until such time as he has "caught up" with the missed sacrifices. Even then there is a cumulative1-in-6 chance per missed sacrifice that a demon or powerful undead entity arrives to claim the necromancers soul instead of accepting the sacrifice.
The Power of Undeath Compels Me: As a necromancer rises in level, he becomes more and more like an undead being himself. His appearance becomes more and more cadaverous as he begins to lose touch with his own humanity. Each time the Necromancer gains a level in the Necromancer class he must permanently lose a point of Charisma. At second level his eyesight fades, becoming more accustomed to dusty crypts than the world of the living, and the Necromancer gains infravision out to sixty feet. He also gains the ability to see into the Underworld even in his waking hours, granting him a %5 + 1% per level of seeing an invisible creature.You Cannot Kill What Does Not Live: Necromancers who are slain by any means will always arise again as an undead being on midnight of the 13th day after death. This occurs even if the body has been completely destroyed. the necromancer will rise as a form of undead with hit Dice equal to his Necromancer levels when alive. necromancers of 9th - 14th level always return as vampires. Those of fifteenth level will return as a lich.

Temple of Bone: At tenth level the Necromancer may create a special Stronghold type known as a Temple of Bone. A Necromancer can possess only one such temple at a time, but may create another should his existing temple be destroyed. The temple must be constructed of human, humanoid and demi-human bones, using the blood of those slain to produce the bones as mortar.
Construction requires living beings (undead lack sufficient dexterity) and takes 10 man hours and costs 10gp for every cubic foot of walls, floor and ceiling in the Temple. Every ten cubic feet requires the bones of fifty man size creatures and the blood of five. The Bone Walls of the temple are supernaturally strong - treat as the strongest type of stone for causing damage. While in his Temple, the Necromancer is at his most powerful. All saves against his spells are at -2 and all attempts to turn undead are at an additional -2 (cumulative with other modifiers such as the presence of the Necromancer). While in his Temple the Necromancer radiates damage at a rate of 1/hp per turn. he may also call additional skeleton troops from the walls - up to one skeleton per ten cubic foot of wall per day. These skeletons do not count towards the maximum number of Skeletons the Necromancer may control at any given time. No matter how many skeletons are destroyed, the Necromancer can always summon as many again the next day, unless the temple has since been completely destroyed.
Phylactery: At fifteenth level the Necromancer learns the secrets of becoming a Lich. He can become a Lich at any time by spending 10,000gp on a phylactory and performing a night long ritual. Should he die after reaching fifteenth level but before performing this rite he will rise again as a lich. However, if destroyed again before completing a Phylactery and undergoing this ritual, he will be destroyed permanently. After fifteenth level, the Necromancer can also bestow lichdom on any other willing evil Cleric, Necromancer or Magic-User character of 12th level or greater. Again this requires a Phylactery and an hour long ritual. However, unlike the Necromancer, the participating character must succeed at a system shock roll or else the soul will be forever lost (not even divine intervention, a wish or a True Resurrection spell will restore the character to life or lichdom).
Monday, 15 November 2010
New OSRIC Class: The Houri (Part II)
Part II of this article provides game rules for the Spell-like abilities of the Houri character class.

Please note: Normally Kiss spells require that both parties (caster and recipient) are willing, representing an actual Kiss. However, a Houri can also use a Kiss ability on a helpless, restrained or unconscious foe.
Level 1:
Charm Person: As per magic user spell.
Ventriloquism: As per magic-user spell.
Detect Charm: Enables the Houri to ascertain whether an individual or creature is under the influence of any kind of charm or hold spell, including geas, suggestion, charm person, charm animal, charm monster, etc. Ranged 30ft. Duration 2 turns.
Fascination: Affects a single individual attracted to the Houri who thereafter is unable to perform any activity save follow the Houri wherever she goes, unable to take his or her eyes off the Houri. If attacked they will try to beat off any opponents, including his own comrades, in order to continue following the Houri. Range: 60 ft. Duration 20 turns.
SilverTongue: Enables the Houri to lie so convincingly that the recipient will believe anything she says (unless his sense tell him otherwise. He will not believe that there is no-one else present when he can clearly see another characters foot sticking out from under the curtain). Affects 1D6 HD worth of individuals. Duration 6 turns.
Impotence: The recipient (who must be male) becomes impotent for 24 hours. During this period he will attack at -2 and make all morale checks and saving throws at -2. The character will feel downright miserable and inadequate throughout.
Kiss of Healing: Requires a Kiss. No saving throw. Restores 2-7 hp of damage to an injured character. requires a kiss. Note that this kiss does not magically re-seal wounds or staunch bleeding. Rather, it provides a "Zoweeee" factor that gets the wounded individual back on his feet and back into the battle.
Kiss of Sleeping: Requires a Kiss. No save. The recipient falls into a deep coma for 1d10 turns plus the Houri's level and cannot be awakened by normal means.
Kiss of Waking: The reverse of the above spell. Will also negate a sleep spell or any other form of magical slumber such as a curse.
Read Languages: As per magic-user spell. Huori are well educated in order to please their partners with conversation as well as by more physical means.
Level 2:
Charm Nor
mal Animals: Affects any normal animals (but not giant animals or monsters) in the order of 1-20 small insects, 1-8 small animals (rats, ferrets), 1-4 medium sized animals (dogs, badgers) or a single large animals (such as a lion, rhino or elephant). It dos not provide the Houri with a means of communicating with the animal. Range: 60ft. Duration: 6 turns plus the level of the Houri.Influence: A variation on charm person. The recipient will remain completely unaware that he is charmed, even after the effect wears off. He behaves normally in all respects save that he must obey any command (or request) made by the Houri (with the exception of orders to commit suicide, he'll simply assume these are a joke). He will obey these orders cheerfully, believing he does so because he wants to. This effect is non-magical and so subtle that it can be detected only by a Houri of a higher character level that the "caster". Range and Duration as Charm Person. "Casting" time 1 hour.
Transfer Charm: Transfers control over a charmed individual to the Houri herself. In essence, the Houri frees the character of the charm by her own wiles, effectively charming the recipient herself in the process. Range: 60 ft, Duration as per the original charm spell.
Jealousy: Affects 1D6HD of humanoids who are attracted to the Houri's race and gender, causing them to become jealous of one another to the extent that they will ignore the Houri and any others dangers present for 2D4 turns. There is a 20% that this might lead to blows. If it does, there is an additional 20% chance that the resulting fight will be to the death. If not to the death, the combatants will be freed from the effects of the spell-like ability when hit.
Ecstasy: Affects 1d8HD of humanoids who are attracted to the Houri's race and gender. The targets are affected in order of Hit Dice, with the lowest hit dice characters being affected prior to the higher hit dice targets. Victims so affected sit down and stare at the Houri helplessly so long as she continues to hold their attention whether by dancing, singing or other means. They offer no resistance to anything she does short of actually killing one of them. Partially affected characters are allowed a saving throw vs spells. Fully affected characters are not. Range: 20ft. Duration: 1D6 turns plus the Houri's level or until she stops her performance (whichever comes first).
Dispel Charm: Removes any sort of charm effect as if it were a dispel magic spell cast by a Magic User of the Houri's level. Range: 10ft.
Kiss of Strength: No saving throw. Requires a kiss. The recipient of the Houri's kiss is invigorated by her passion and high regard. Works as per the Strength spell.
Kiss of Weakness: No saving throw. The Houri's kiss leaves the recipient weak at the knees. As per the weakness spell. Requires a kiss.
Communicate: Enables the Houri to communicate with any intelligent creature in a pidgin version of it's own language. Duration equals the level of the Houri.
Level 3:
Hold Person: As per the cleric spell.
Love Spell: The spell requires some items belonging to the intended victim, these much be of a personal nature. Unlike most Houri spelll-like abilities, this is an actual spell. The words of the ritual are chanted over the item, causing the character they belong to to either fall in love with the next person they see, a person of the Houri's choice or with the Houri herself. Duration as per Charm Person. The casting time is one hour and must be cast outdoors, in the light of the full moon, while naked.
Resist Charm: This hedges the Houri with a protective aura which makes her immune to any kind of charm or hold spell, including geas, suggestion, charm, quest and so on.
Disguise: Similar to the change self spell, but relying entirely on clothing and cosmetics. Any creature or NPC of a given named species or culture viewing the Houri must save vs spell or believe her to be an especially attractive member of the same species, culture or ethnicity. It enables the houri to use her special abilities against any creature attracted to her apparent gender which fails the save.
Suggestion: As per the magic-user spell
Charm Giant Animals: As per Charm Normal Animals, save that it works on giant and enchanted animals.
Bodyguard: This affects all 1-3 HD creatures within 30ft of the Houri who are attracted to her race and gender. Any who fail a save vs spells will immediately disregard any previous orders or alliances and leap to the Houri's side, forming a protective cordon around her. They will fight to protect her from any and all assailants, even their own comrades. After successfully defending the Houri for one combat, they will collapse to their knees for 1-4 turns in horror at their actions, becoming all but catatonic. Range: 30ft.
Kiss of Slavery: Requires a Kiss. Counts as a Charm Person spell with no saving throw. Checks to break the charm affect are made only after twice the normal duration. A victim of this spell will obey any order (even suicidal ones) without question.
Level 4

Charm Monster: As per magic user spell.
Resist Charm 10ft radius: As resists charm save that it protects all persons or creatures within a 10ft radius of the Houri. Duration: 6 turns plus one turn per level of the Houri.
Lovesickness: Affects a single target attracted to the Houri's race and gender. The victim becomes so madly in love with the Houri that as soon as he loses sight of her he begins to waste away. He foes off his food, turns to drink and becomes an emotional and physical wreck, fighting at -7. He will die or malnutrition and alcohol poisoning in a number of days equal to his Con score plus 4. There is also a 10% chance per day of the character committing suicide. Whats more, he is compelled to obey any instruction the Houri gives him, including orders to leave her presence and never return. Wears off as a charm person spell, but otherwise must be treated by the Dispel Charm ability of another (higher level) Houri, a Remove Curse or a love spell which will make him fall in love with someone else.
Confusion: As per the magic user spell.
Hate Spell: Works like the Love spell, but in reverse. Must be performed in the full light of day, under a blazing sun, while fully clothed.
Enchant Male/Female: Must be used in conjunction with a special ability that would normally only affect creatures or persons attracted to the characters race and gender. Allows the ability to affect those who would not normally be attracted to her gender. The affected individual creature must still find itself attracted to the Houri's race however otherwise both Special abilities fail and their uses lost for the day. Must be followed by another spell-like ability with the same target next round.
Kiss of Paralysis: Requires a Kiss. No save. Affects last 1D4 game days or until the Houri removes it with a second application of the poison. Whichever comes first.
Kiss of Linking: Requires a Kiss. Links the mind of the Houri with that of the recipient for 2D4 game hours. During this time the two will think and act as one person. The Houri will be able to speak though the mouth of the other character and control their actions. If the Houri can cast spells she can cast them through the body of the other person, but she cannot use her special Houri abilities. There is a 10% that her mind will end up in the wrong body once this spell wears off. Should one of the mind linked characters die then both minds will end up permanently inhabiting the body of the survivor.
Level 5:
Change Sex: Unlike most Houri abilities, this is an actual spell. It alters the sex of any one humanoid creature who must be present throughout the casting process. Unless the victim has submitted to the change willingly he or she will automatically suffer the effects of the confusion spell for 1D10 turns after spell completion. Additionally, the change is so traumatic that the creature must make a system shock roll or die. Range:10ft. Casting Time: 12 hours. Material Components: a Full length silver mirror worth at least 1000gp. Duration: Permanent unless reversed.
Hold Monster: As per magic user spell.
Kiss of Disfigurement: Requires a Kiss. No saving throw.Permanently reduces the charisma of the victim by 1d4. Requires a kiss, during which the Houri bites of a chunk of the victims face such as a nose or ear.
Kiss of Death: Saving Throw vs Death. Victims making a successful save lose half their current hit points.
Kiss of Polymorph: Requires a Kiss. Requires access to a Polymorph potion. No Save Allowed. Works as per the Polymorph Other spell. One dose of Polymorph potion contains enough magic to prepare 1D6 such applications.
Stop: The Houri performs an outrageous action (such as suddenly removing all clothing) which causes all activity by living beings within a 30ft radius to stop for 1D4 rounds. Any creature touched or distracted by a loud noise or attacked during this period immediately breaks free of the effect. There is no saving throw against this spell. Even spells or magical items that protect against hold effects or paralysing are ineffective.
Level 6:
Heartbreaker: A spell-like ability that induces a sudden heart attack in the target if a save vs death is failed. If the recipient survives, he or she will be totally incapacitated for 6 + 1D6 game weeks and will permanently lose one point each from strength and constitution. Range: 30ft.
Mass Charm: As per magic user spell.
Blown Kiss: Enable the Houri to use any Kiss spell-like ability of levels 1-5 without actual physical contact with the recipient. Must be used in conjunction with a Kiss spell next round. Range:60ft.
Kiss of Regression: Causes the victim to regress mentally into an infant. Permanent unless dispelled. Counteracts the effects of aging magic or magical items, returning the victim to his natural age, both mentally and physically.
Geas: As per magic user spell
Kiss of life: As per the clerical Raise Dead Spell. Requires that the recipient make a system shock roll to be raised successfully.
Houri and Magical items:
May use any potions and items of magical jewellery, including those normally only permitted for a specific character class. May use magical weapons and armour in which they are proficient. May not use any wands, staves, rods or scrolls unless they are concerned specifically (and solely) with charm effects or lovemaking.
New OSRIC Class: The Houri (Part I)
The class is not in the least politically correct (thank god) but does allow players interested in portraying the temptress style character (or, for that matter, a "charmer" such as James Bond) the chance to do so. Although the class was originally envisioned as an NPC class in the White Dwarf article, as recent entertainment trends have shown, the Houri makes for an effective (and interesting) player character as well. The Annora and Saffron characters from Firefly are prime examples of Houri in modern media.
THE HOURI:
Houris, or Nymphs of Paradise, as they are commonly known, are a very specialized class of Rogue, combining elements of the magic user and the cleric in terms of their party role and special abilities. Trained and educated from a very young age in diverse means of pleasuring both themselves and others, often by a Temple or faith-sponsored brothel, Houri wield power over the manifold desires and lusts in the heart's of others. Their powers, while spell-like in effect, derive from their long years of training and, while having in-game effects that greatly resemble certain spells, are entirely natural in origin.
Although Houri are rarely found in the midst of common prostitutes, some few do leave the confines of their temples and Harems to establish themselves as especially desirable an expensive prostitutes. These in turn may go on to found brothels or even "training houses" of their own, in which they very best girls often become Houri themselves. They may also be found outside the temple in the company of especially rich and powerful men, either as a treasured wife, concubine or particularly favored slave. In either case, a wily or intelligent Houri may very quickly rise to find herself an effective force in local politics and an invariably powerful woman.
In Harn, Houri are most often found in the service of the Temple of Halea or (more rarely) as unusually talented members of the Courtesan's' Guild. A few rare women might even have stumbled upon such abilities of their own accord. In Harn, such a woman could rise to a position of very great power indeed, perhaps as the wife or mistress of a mighty nobleman or even a King. Houri are considerably more common in the world of Hyboria, where they are found in great numbers in the Harems of rich Easterners and the Temple's of those Goddesses of a more sensual nature, such as Ishtar, the Ivory Goddess and even those of the Snake-God, Set. Finally, certain slavers have made s speciality out of capturing, tormenting, training and (finally) selling slave girls of unusual beauty and grace. The very best of these undoubtedly qualify as Houri themselves.
Most (but by no means all) Houri are female.
The Houri Character Class:
Minimum Ability Scores: Cha 15, Dex 10, Int 10
Hit Dice Type: D4 (max 11)
Alignment: Any
Experience Bonus: Dex and Cha both 15+
Armour/Shield Permitted: Leather Armour and Small shield (which often features in certain erotic dances) only. Generally speaking, the wiles of a Houri are more effective with less (and scantier) clothing. As such, a Houri will often e found very nearly naked, even when adventuring. Several of her class features and spell-like abilities function less effectively when the character is wearing bulky clothing or armor.
Permitted Races: Human, Elf, Half-Elf
Weapons Permitted: Dagger, Concealed Pin, Flaming Oil, Scimitar (again, all used in certain performances)
Weapon Proficiencies: 1 + 1 every four levels.
Penalty to hit for Non-Proficiency: -4.
Saving Throws and Attacks: As per thief of same level

Houri Class Abilities:
Pick Pocket: As a thief of the same level.
Seduction: Seduction is an ability that can be used (and maintained) against one individual target at a time. it is usable once per day per level of the Houri. The class ability can only be used against members of the opposite sex or individuals interested in same-sex relationships). It cannot be used in combat. Chances of success are based on the seduction value of the attempt. Calculate the seduction value as follows:
10 - Houri's level/Victims level +/- modifiers.
The seduction succeeds if the Houri rolls higher than the seduction value on a D20. The victim receives no saving throw. If the seduction attempt fails, the Houri may not attempt to seduce that same target for at least 24 hours. Witnesses to an unsuccessful seduction attempt count as having a seduction value 3 points higher than normal for every such failed attempt witnessed in a 24 hour period.
Seduction Modifiers:
Class of Victim: Fighter/Barbarian/Bard/Thief (+0), Magic User/Illusionist (+2), Cleric/Demonologist/Druid/Assassin (+4), Necromancer/Paladin/Ranger/Houri (+7)
Alignment of Victim: Lawful (+1), Each Neutral element (+0), Chaotic (-1), Good (+1), Evil (-3)
Situational Modifiers: (examples only) Immediately after Combat in which Houri and Victim fought on same side (-3), Immediately after Combat on Opposite Sides (+3), In setting conducive to seduction including taverns, bordellos, moonlight etc (-1 to -7)
Houri is: Dressed in Bulky clothing (+1), Normal Clothing (+0), Scantily Clad (-1), Semi-Naked (-3), Naked (-5)
A seduced victim will drop any weapons held in hand, lose awareness of his surroundings and attempt to embrace the Houri in a passionate clench. The victim counts as being charmed thereafter. In such a state he is extremely vulnerable to any of the Houri's Kiss Spell-like abilities. However, any attempt by the Houri to use one of these kiss abilities (or otherwise use a special ability on the victim) allows the victim a saving throw versus death magic to realise he is being taking advantage of, breaking the seduction effect. He cannot be seduced again immediately thereafter. However, he may still fall victim to the spell like effect regardless....
Seduction lasts for a number of turns equal to the Houri's level plus 5. Aside from the means discussed above, it can also be broken by the following effects:
- Victim is attacked by Houri
- Allies attacked within line of sight by Houri or Hour's know companions
- The Victim is allowed a saving throw vs spell to break seduction each time his advances are refused or spurned by the Houri.
- The victim is the subject of an unsuccessful spell attack from any source.
- Victim see's Houri attempt to seduce someone else (or engage in sexual acts with someone else, even a simple kiss might be enough depending on the tolerance levels of the victim). In this case, the effect is not automatically broken but the victim receives a saving throw vs death magic to break the seduction.
- The victim is alarmed by the Houri's use of a Kiss of spell like ability and passes a saving throw vs death (as discussed above).
All the following abilities are treated, mechanically, as spells with verbal and somatic components (words and seductive gestures), components (oils, lotions, potions, scents and so forth) and savings throws as outlined in the description of the spell-like ability. However, they are NOT magic effects and cannot be overcome with Dispel Magic, Mordenkainen's disjunction and the like. Like the Magic User, Houri keep a coded Journal, known by a variety of names (such as the Book of Manifold Pleasures or the Ninety Small Deaths) in which the Houri keeps a record of all her seductive secrets such as perfumes, poisons, oils, lotions, potions, massage techniques and recipes for incense and aphrodisiacs of all kinds. She gains spell like abilities at the same rate (and by the same means) as a Magic User gains spells. Like a magic user preparing spells, the Houri must prepare her like spell-like abilities in advance. This preparation period requires eight hours of uninterrupted rest ("beauty sleep") followed by preparation time equal to that of a magic-user memorizing his or her spells. In the case of the Houri however, this preparation period represents time spent applying make-up, hair-styling, bathing, applying various lotions and perfumes to the skin, limbering up (yoga), prayer, meditation and the brewing of poisons and aphrodisiacs.
Spell-Like Abilities by Level:
Level One:
1 Charm Person
2 Ventriloquism

3 Detect Charm
4 Fascination
5 Silver Tongue
6 Impotence
7 Kiss of Healing
8 Kiss of Sleeping
9 Kiss of Waking
10 Read Languages
Level Two:
1 Charm Normal Animal
2 Influence
3 Transfer Charm
4 Jealousy
5 Ecstasy
6 Dispel Charm
7 Kiss of Strength
8 Kiss of Weakness
9 Kiss of Wounding
10 Communicate
Level Three:
1 Hold Person
2 Love Spell
3 Resist Charm
4 Suggestion
5 Charm Giant Animals
6 Bodyguard
7 Kiss of Slavery
8 Disguise
Level Four:
1 Charm Monster
2 Resist Charm 10' radius
3 Love-sickness
4 Confusion
5 Hate Spell
6 Enchant Female (or Male)
7 Kiss of Paralysis
8 Kiss of Linking
Level Five:
1 Change Sex
2 Hold Monster
3 Kiss of Disfigurement
4 Kiss of Death
5 Kiss of Change
6 Stop! Spell
Level Six:
1 Heartbreaker
2 Mass Charm
3 Blown Kiss
4 Kiss of Regression
5 Geas
6 Kiss of Life
Note that the Kiss spells allow no saving throw, save that to break the state of seduction and then oly if the victim has previously been seduced using the Houri's seduction power.
OSRIC rules for all the above spell-like abilities will appear in part Two.
Continued Here: Link
Monday, 8 November 2010
Barbarians at the Gates: Rules for the Barbarian in OSRIC

One thing sorely lacking in OSRIC from both a Harnic and a Hyborian perspective is the absence of a solid barbarian class. I've never been too fond of the later concept of the barbarian as a berserker warrior, preferring to take the class back to it's "Cimmerian" routes.
In my opinion, the Barbarian class as designed by Gary Gygax (published in Dragon 62 (I think) and Imagine magazine issue 2) probably comes closest to the ideal of the barbarian as noble savage, rather than frothing-mouthed berserker.
However, in my opinion, the Barbarian class as first-presented by Gary has some major flaws. For one thing, the class was not conceived with the usual Old School min/max stat requirements. Instead, players were allowed to roll a a variable amount of dice for each stat (up to 7D6 for strength) and choose the best three. So, instead of limiting the number of characters possessing this more powerful "sub-class" of fighter (as with the Ranger and Paladin) essentially anyone could roll up a barbarian and be assured of pretty good stats. It also included a number of secondary skills listed in the class description, assuming that the secondary skills system had already been adopted into the campaign.
The following home-brew character class, then, is my take on this flawed by otherwise exciting first incarnation of the Barbarian. It follows the usual format of minimum scores to qualify to the class, keeping the numbers artificially low when compared to fighters and does away with some of the secondary skills, likewise amending or deleted some other class features. it is my hope that this home-brew adapt ion stays true to the spirit of the original concept, while making a playable class that won't come to dominate an entire campaign.
THE OSRIC BARBARIAN:
Barbarians are tribal warriors, equally at home in nature as they are upon the battlefield. Though often considered "backward" by their "civilised" cousins, the brave but superstitious warriors of Cimmeria, Pictland, the Black Coast and the Frozen North are mighty and knowledgeable in the arts of war. Putting knowledge of nature and terrain to good effect, the oft times poorly armoured and heavily outnumbered barbarians continue to turn back incursion after incursion from the armies of the civilised lands.
While the warriors of Aquilonia, Nemedia and Stygia are often professionals, trained and employed solely for war, the vast majority of Barbarians, though trained as warriors from birth, are farmers or hunters first and soldiers second. They may not march into battle, wheeling and changing face at the command of a drum roll, but each man knows that his kin fight beside him. And that should he fall, his wife and children will retain honoured places within the tribe.
This fierce bond of loyalty is often enough to drive individual barbarians to mighty, near legendary feats of heroism. Such hero's often feel the need to grow beyond the small, wooden palisade that encloses their home to venture out into a larger, more troubling world.
The Barbarian Character:
Minimum Scores: Str: 14, Dex: 10, Con: 14, Int: 3, Wis: 6, Cha: 3
Hit Die Type: D12 (max 8)
Alignment: Any
Experience Bonus: Str and Con 16+
Armour/Shield Permitted: Any non-magical up to (but not including) plate-mail. Some cultures impose limits on the options available to beginning characters (Cimmerians shun metal armour, for example, at least until several near-death experiences have taught them the value of adaptation).
Weapons Permitted: Any non magical weapons selected from the following categories: 1H or 2H Sword, Any Axe, Any 1H or 2H Bludgeon, Spear, Longbow, Shortbow, Oil, Throwing Weapons. May not use the optional specialisation rules.
Weapon Proficiencies: 3 + 1 every two levels. Barbarians may not specialise.
Penalty to Hit for Non-Proficiency: -2
Class Abilities:
Magic Intolerance: Barbarians hate and fear arcane magic, and will (if given the chance) attempt to destroy any Magic-User or Illusionist based magical item if given half the chance. Barbarians do not hate and fear clerical or druidic based items however, though will be reluctant to take advantage of any permanent items of this nature themselves. They have no compulsion against drinking potions or using other, similar, one use items however. Provided, that is, their companions can convince them that the items providence is divine rather than arcane.
Barbarians may (reluctantly) fight and work alongside Magic-Users and Illusionists. They will, however most likely take every opportunity to convince these companions of the error of their ways. Even going so far as attempting to divest them of their spell-books and familiars, in some cases.
Magical Armour, Shields and Weaponry: Barbarians fear and detest magic. No Barbarian will ever willingly (or knowingly) equip himself with a magical item of this nature except in the direst of emergencies. Should a character be forced by circumstance to use such a weapon (say, when fighting against gargoyles or similar, mundane-weapon immune creatures) then he gains no XP whatsoever from that encounter, whether from combat xp or treasure xp. This penalty will continue until he has divested himself of these unclean items and undergone an hour long purification ritual in penance for his misdeeds.
Illiteracy: Barbarian characters who wish to begin the game able to read and write their native tongue must spend a bonus language slot in order to do so. Characters may also spend such a slot if the opportunity to learn this skill occurs through roleplaying and game-play. However, they must spend one such slot for every language they learn to read. Learning to speak (and read) Kushite would therefore cost the barbarian character two bonus language slots.
Wilderness Lore: In their natural environment, Barbarians can move silently, hide and climb walls as a thief of the same level -provided they are not wearing metal armour. However, they can ONLY do this in their natural environment (mountains for Cimmerians, tundra for Vanir, woods for Picts and so forth). They can learn to apply these skills in a different environment only after having spent a month of game time in the environment in question. For example, a Cimmerian who spent a month living in the Purple Lotus Swamps of Stygia would be able to climb, hide and move silently in Swamps as though they were his natural habitat. Potential habitats include: Dungeons, Urban, Forest, Hills, Mountains, Marsh, Tundra, Desert, Jungle, Arctic, Swamp and Shipboard.
Tracking: Barbarians may track with the same reliability as a ranger of the same level. However, this skill only applies in their natural habitat. Tracking in other habitats can be learned with time as for Wilderness Lore above. However, a Barbarian will never be able to track in a Dungeon, Urban or Shipboard setting.
Surprise: Barbarians in their natural habitat surprise on a D6 roll of 1-4, unless accompanied by non-barbarians within 60'. If accompanied by non-barbarians, they use the lowest surprise roll chance present in the group.
Weary: Barbarians have a base 20% chance (+5^ per level) to detect an incoming backstab. Thieves or Assassins whose back-stab attempt is detected do not gain an attack modifier against the barbarian and, if there attack is successful, do not obtain a damage multiplier.
Sixth Sense: Barbarians have a base 50% (plus 2% per level) to detect “unnatural” magical energies such as magical items, powerful spell-casters and even demons within a space they occupy. This aura extends out to 60ft unless blocked by stone walls or thick doorways. They will be unable to pinpoint the location of the source. They will only know it is "close". Likewise, the barbarian cannot identify the nature of the supernatural presence. The prickling of thumbs or hairs-raised on the back of the neck warns the barbarian that something "uncanny" is present. Nothing more. This ability functions at all times, even when asleep and unlike a Paladins detect evil ability, does not require concentration. If the Barbarian character is asleep while a supernatural creature moves into the radius of this effect, the Barbarian has a chance of awakening equal to his chance of detecting the new supernatural presence when awake.
Note that the presence of familiar magical items (such as those carried by the party) and specific creatures (such as a rangers companion or magic-users familiar) will not trigger this sixth sense after a sufficient period of acclimatization has passed (DM's fiat but one game-week is suggested).
This ability allows a barbarian to detect the presence of a magical effect such as that which creates an illusion, without being able to identify that an actual illusion is present.
Saving Throws, Attack Rolls, Attacks per Melee and so forth are as per the Fighter Class. XP progression is as per the Paladin class.

