Tuesday, June 19, 2012

Dangerous Sorcery Rules for Labyrinth Lord - B/X


For GMs who wish to make arcane spell-casting a more risky affair, the following rules will results in a game where sorcerous magic is always fraught with the possibility of things going horribly (or amusingly) wrong. To cast a spell, the character must make a successful Saving Throw vs. Spells to see if they have properly marshaled and controlled the forces of magical power. This Saving Throw gains a bonus or penalty based on the level of the spell-caster and the level of the spell being cast; simple subtract the level of the spell being attempted from the spell-caster's level to find the applicable bonus. This Saving Throw is further modified by the character's ability score bonus or penalty for whichever ability score governs their spell-casting ability. For example, a 5th level magic-user with an Intelligence of 16 attempting to cast a 3rd level spell would get a +4 bonus to their Saving Throw (+2 for level, +2 for Int bonus).

If the spell-caster fails their Saving Throw, the eldritch energy required to fuel the spell fails to materialize (and thus the spell does nothing), but the caster retains the spell's formula and may attempt to cast it again on a subsequent round. However, if the player rolls a 1 for this Saving Throw their character has lost control of the magic they were attempting to harness and must then roll on the Magical Mishap table found below.

Using this alternate system a character may also attempt to cast a spell from a scroll or grimoire that is higher than the level of spells they are able to memorize. For example, a 3rd level magic-user attempting to cast a 5th level spell from a scroll would take a -2 penalty to their Saving Throw. Any failed Saving Throw during an attempt to cast a spell of a higher level than the character can normally use results in a roll on the Magical Mishap table.

Instructions for the Magical Mishap Table: roll d66 (roll one d6 for the “tens” place and one d6 for the “ones” place and consult the following table to determine exactly how the spell goes awry. Of course, a GM may wish to use these results merely as suggestions to be riffed off of if they prefer to tailor the results to their particular campaign.

Magical Mishap Table (d66)
11-16 Formulaic Dissipation – as the arcane energy required to power the spell gathers, the caster momentarily loses control of the mental formula that gives the spell its shape. The spell fails to have any effect and counts as an expended spell that must be re-memorized by the caster.
21 Witchlight – the errant magic culminates in a burst of unnaturally-colored light. All creatures, including the caster, within 30' must make a Saving Throw vs. Spells or be blinded for 1d4 rounds.
22 Internal Rupture – the errant magic attacks the caster's body from within, rupturing internal blood vessels. The caster takes 1d4 points of damage per round until the make a successful Saving Throw vs. Spells.

23 Cold Transmogrification – the wild magic of the miscast spell transforms the caster to an immobile stone statue.
24 Mental Maelstrom – the caster's mind becomes a confusion of words, images, and esoteric formulas. Roll a d6: on a roll of 1-3 the caster suffer the effects of Confusion for 1d4 rounds; on a roll of 4-6 the caster suffers the effects of Feeblemind for 1d4 rounds.
25 Fire and Brimstone – flame erupts in a 60' radius centered on the caster; all within that area take 1d4 points of damage and the area gains all the properties created by a Stinking Cloud spell.
26 Opening the Way – the failed spell rends the barrier between the planes, resulting in the summoning of a demon. The level of the failed spell determines the abilities and type of monster called forth from beyond; the effects of this miscast are equal to a Summon Monster spell of the same level as the spell that has gone awry. Any monster summoned by this spell is automatically hostile to all present, especially the caster.
31 Chaotic Corruption I – magical energy twists the caster's body in strange and unnerving ways. The caster obtains a random mutation; have the player roll on whatever random mutation chart suits your whims.
32 Chaotic Corruption II – 1d4 randomly determined beings within the failed spell's range must roll on whatever random mutation chart suits your whims.
33 Arcanum Storm – the weather within a mile changes radically and without warning, even if the caster is indoors or deep underground. A violent storm may appear, or a sudden frost, or blinding rays of sunlight. Fortean phenomena, such as a rain of toads, may also occur at the GM's discretion.
34 Swept Along by the Tide of Magic – a tornado of multi-hued wind picks-up the caster and deposits them in a random location. The caster is teleported to location (near or far) of the GM's choosing.
35 The Mind Flayed Open – the caster's mind is flooded with esoteric truths that are too much to bear; the casters loses 1d6 points of both Intelligence and Wisdom.
36 Dissolution of Form I – the caster's body dissolves into that of a green slime. The caster may take any actions available to a slime, but may not cast spells while in this form. The caster reforms into their original shape in 2d10 turns.


41 The Mirror of Fate – the failed spell opens a rift that allows a doppelganger of the caster to slip through from an alternate plane. This doppelganger has the same stats as the caster at the moment of summoning; the double immediately attacks the caster; they will take no action but to attempt to kill the caster. If the double kills the caster, the player may take over the doppelganger as their character; it possesses all of the abilities of the original character, but has a completely different personality.
42 Disgusting Demise – the caster is immediately killed as the magic unleashed by the failed spell tears their body apart, makes them explode in a cloud of gore, or turns their flesh inside-out. All who see this must make an Saving Throw vs. Horror.
43 Dissolution of Form II – the bodies of 1d6 nearby beings dissolve into green slimes. They may take any actions available to a slime, but may not cast spells while in this form. They reform into their original shapes in 2d10 turns.
44 Fearful Ululations – a horrific cosmic music fills the area; all within the effect must make a successful Saving Throw vs. Spells or be deafened for 3d8 rounds.
45 Dragged to the World Below – demonic hands erupt from the floor or ground to grab the caster and drag them down into the World Below. The caster is not dead; rather, they may be rescued if their companions are hale enough to brave a trip into the hellish underworld.
46 The Dead Walk – the cold wind of necromancy blows through the area accompanied by the stench of decay. The errant magic of failed spell summons the restless dead; 1d4 skeletons per level of the failed spell rise from the earth and attack all living beings who are present.
51 Eldritch Detonation – a blast of arcane energy harms all within 120' of the caster. Anyone within that range takes 1d6 points of damage per level of the failed spell; a successful Saving Throw results in half damage.
52 Primal Form – the familed spell has unleashed the primal elements of the cosmos. The caster's body becomes as that of a random elemental. The caster assumes their normal form in 1d6 rounds.
53 Primal Form II – 1d4 random creatures within the vicinity are transformed into a random elemental. They assume their normal form in 1d6 rounds.
54 Animal Form I – the caster's body is transformed into that of a random animal. The caster assumes their normal form in 1d10 rounds.
55 Animal Form II – 1d6 random creatures within the vicinity are transformed int a random animal. They assume their normal form in 1d10 rounds.


56 Nightmares Unbound – the errant magic unrestrained by the caster delves into the deepest recesses of the minds of all present, searching out their greatest fears and making them manifest. All within the spell's range are effected as if they had been subjected to a Phantasmal Killer spell.
61 Runes from Beyond – hideously glowing runes appear in the area around the caster. All within the spell's range are effected as if they had been subjected to a random Symbol effect.
62 Psychic Stun – the building power of magic becomes too much for the caster to comprehend; the caster is knocked unconscious for 1d4 rounds.
63 A Great Withering – all plant life within 200' immediately withers, blackens, and dies. All plant creatures within that range take 4d12 points of damage; a successful Saving Throw vs. Spells results in half damage.
64 A Great Souring – all food within 200' immediately rots, molds, sours, or otherwise becomes rancid and inedible.
65 A Foul Disenchanting – all magical items with 60' immediately lose their enchantment and all spell-casters lose the power to cast spells for a day.
66 A Wild Hex – a booming, spectral voice pronounces a dire malediction; all within the vicinity become subject to a Bestow Curse spell.

12 comments:

  1. Ooooo, I love d66 tables, and this is a good one.

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    1. Thanks! I was pretty pleased with how this turned out.

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  2. Not that it should mean much, but I totally put you link in my pitiful blogroll based on these lovely tables.

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  3. Cool. I think it's worth encouraging would-be sorcerer's to try and cast higher level spells--that adds to the risks of magic and all that (and is just a bit of sadistic fun, perhaps). Maybe for the successful casting of a higher level spell from a grimoire the MU gains some XP? That might be the carrot necessary to entice them to take more risks.

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  4. This is definitely making its way into my campaign.

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  5. Thank you, thank you, thank you! I play B/X and 1st edition AD&D, but I have never been a fan of the Vancian magic. Too wimpy at low levels. I love this idea. It doesn't require a bunch of tables, it could be applied to clerics (I could make up a table that would be more deity/relgion specific), but allows the poor ol' magic user to do what he or she was meant to do: cast spells. I like the magical mishap table, too. Reminds me of Conan or Fafhrd and Gray Mouser. Thank you for releasing me from the shackles of cast-and-forget magic!

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    1. Glad to be of service! I was thinking of doing something similar for clerics, but I haven't quite hit on what kind of table it should be. If you come up with something, let me know! I'd love to take a look at it.

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