Showing posts with label retrospective. Show all posts
Showing posts with label retrospective. Show all posts

Tuesday, 14 June 2011

Cursed Scrolls: retrospective and more evil mischief: Inscribe Curse spell

Following on my theme of curses over the last week see here and here, I'm going to tackle the written variety and propose a new spell to get the maleficium flowing.


Firstly a retrospective rules dump. Rules dump because I gathered the stuff when looking into cursed swords and haven't really carefully consolidated it. I give it to you anyway.


LBB
M&T
*The referee must take extreme care in handling all Scrolls with an eye towards duping the players when a Curse Scroll is found. The curse takes effect immediately upon reading the Scroll; therefore having non-Curse Scrolls disappear on occasion if not identified will help to force reading of Curse Scrolls. To determine the type of curse use the table below:

To determine the type of curse use the table below:
Scrolls 51-60% = 1 curse
Die Roll Curse: (Range 3" diameter)
1 or 2 Any monster of the referee's choice
3 or 4 Disease, fatal in 3 turns unless healed
5 or 6 Polymorph to insect of referee's choice
7 Transportation 1,000 miles, random direction
8 Transportation to another planet [Old School totally gonzo - what a DM headache!]

Supp 1




Flask of Curses: This container looks just like the bottles, jugs, decanters, and breakers. When it is opened some form of a curse is loosed—the list of curses for scrolls is recommended as a good start for a list of possible curses.
[Not written but drunk]





Supp 2
Anyone who attacks or kills a sage is automatically changed to Chaotic alignment unless the sage himself was Chaotic. Sages are able to cast curses when close to death or dying because of assault or mayhem or murder. The power of the curse depends upon the knowledgability of the Sage. A very low-level one might curse a person so that all of his teeth fell out, while a very high-level one could curse you so as to never be able to make a saving throw again! A normal curse removal would not work to remove a sage's curse, but some form of Cleric-assigned quest might.


[No idea what this is about but fascinating]


AD&D



Scroll roll %
98-100 = Cursed Scroll
It is incumbent upon the Dungeon Master to do his utmost to convince 



players that a cursed scroll should be read. This is to be accomplished 
through duplicity, coercion and threat, etc. - i.e., any 
scroll not read has a chance of fading in normal air, but this can be 
noted by the archaic wording if read in the still dungeon atmosphere.
A curse takes effect immediately; suggested curses are:
01 -25 - Reader polymorphed to monster of equal level which attacks 



any creatures nearby
26-30- Reader turned to liquid and drains away
31-40- Reader and all within 20' radius transported 200 to 1,200 



miles in a random direction
41-50- Reader and all in 20' radius transported to another planet, 



plane or continuum
51 -75- Disease fatal to reader in 2-8 turns unless cured
76-90 - Explosive runes
91 -99 Magic item nearby is "de-magicked".
00 - Randomly rolled spell affects reader at 12th level of 



magic-use

[More gonzo craziness and below some more liquid problem in a bottle]


Flask of Curses: This item appears much the same as any beaker, bottle, 



container, decanter, flask, jug, etc. It has magical properties, but detection 
will not reveal the nature of the flask of curses. It often contains liquid substance 
too, or it may emit smoke. When the flask is first unstoppered, a 
curse of some sort will be visited upon the person or persons nearby (it will 
subsequently be harmless). The suggestions given for the curse reverse of 
the cleric bless spell, and those stated for typical curses found on a scroll 
are recommended for use here as well, or some monster can oppeor and 
attack all creatures in sight, etc.





Holmes
Cursed scrolls, curse affects the reader immediately: the curse may change the reader of the scroll into a toad or an insect, or it may teleport to him an enraged monster chosen from the appropriate list by the Dungeon Master. The reader of the cursed scroll is allowed his saving throw to see if the curse takes effect. 

Moldvay




Scroll
4 on d8 Cursed scroll (affects reader immediately)
Cursed Scroll
Unfortunately, when any writing on a cursed scroll is looked at, the reader will immediately be cursed....

Cook
36-40 (Cursed scroll (affects the reader immediately))


MY THOUGHTS
What struck me is how totally gonzo and out there cursed scrolls are. Transport to another planet. Turning to liquid and draining away.

One saving throw or else...

Not to mention the hope dashed feeling as ones hard fought for treasure, turns nasty.

But really what is the purpose of cursed scrolls. They take up time and money to make. Why would a wizard devote so much time and money to them?

They would devote this energy if the magical writing, ala curses, can protect the person or property of the  wizard, or cleric, who has written them. 
Particularly they are designed to protect the wizard remotely, when the wizard is not present.

For example, any sane wizard would wish to have curses throughout their spellbook ready to deal suitable pain to anyone foolish enough to peruse the wizards most valuable item. But no mechanism is given in the rules to make what must be routine wizarding practice, easily possible.



So I propose the following spell, for B/X predominantly but with some allusion to AD&D :

Inscribe Curse

Level 3 Magic User Spell, Level 4 Cleric Spell 
Range 0'
Duration: Permanent until read

Casting time: Variable, days.


Any magic-user or cleric wishing to inscribe a curse onto a scroll or other object must first cast this spell onto the scroll or object.
This spell allows a scroll or object to accept a curse.


Imediately after casting Inscribe Curse the caster must start to inscribe their chosen curse. The curse can be any spell currently memorized or copied from another scroll (the spell disappearing in the process) or a spellbook. That is the caster places on the scroll or object a spell they are capable of casting or a spell from another scroll. Such spells for a magic-user might include, web, fireball, polymorph others, teleport, flesh to stone, monster summoning etc. For a cleric the curses might include, cause light wounds, poison, quest etc.  
There is no requirement the curse has a maleficient effect, it might even be beneficiary. Naturally the type of curses will be influenced by the caster's alignment but there is no reason even good casters won't use curses, the chosen spell is however more likely to be delaying or holding, then killing. 
Casting time is one day per spell level of the curse that is intended. The cost of casting this spell is 500gp per spell level of the proposed spell, the scroll or object is to receive (this includes the cost of the scroll and other writing materials and magical ink). At the completion of the curse, the magic user must make a save vs magic. Success means the curse has been successfully inscribed, whilst a fail means the effort is in vain and the object destroyed in the process. However a roll of natural one means the spell was a success but the curse immediately has it's full effect on the caster, no second saving throw allowed.





















Possibilities

What I like is with this spell I can mimic most of the curses given in the rules retrospective above. 
I can see both a player and an NPC magic user placing curses into their spellbook, as routine. 
What's more other objects, not just paper, can be cursed with words. The words written on a dungeon door or  tomb entrance now have real consequences.  
One could even imagine a magic user inscribing a curse onto a shield, kept covered by his fighter ally, until revealed in battle. 
My view of curses is they must be in a language readable by the viewer to take effect. It's why being the smart one who can decipher old languages, you had better be careful - watch out thief, that could be you.





Saturday, 11 June 2011

Cursed Swords: A retrospective and a new house rule

Following my discovery in the Links to Wisdom wiki of Daddy Grognard's excellent post on Curses!; which I posted about yesterday, I've been musing about cursed swords.


"Curse the mage who forged this sword of soft steel. It fails when I need it most but always when the blood flows it appears in my hand." Greatorex the Myrmidon raged, only stopping when the laughter of his companion rose to drown even he.
"You are no better than that mage. Your mockery assaults me."
His companion bent double in mirth howling even harder.
"Enough, what humour is this? Explain or die." He reached for the axe on his back but all that he brandished was the sword that had leapt unbidden into his hand. In disgust Greatorex threw the sword from his grasp down the darkened corridor before him. In a moment he was scurrying after it, in desperation to have it by his side once more.
He slumped beside his companion defeated. "When I find that mage..."
His companion had stopped laughing but the corner of his mouth twitched in mischief. "Why do you blame a mage my friend? Do you think some mage cursed your sword? Do you think he, well, spent thousands of gold to have a fine blade forged, cast enchant an item on the sword, and then rested for the following 4 days incapable of any further activity, all to create a cursed sword, which he then dropped into a dungeon, hoping a hero like you would pick up, and that were you ever to face him, would find yourself with a minus five percent chance of hitting him? Well such a plan seems to me a very poor way to conquer the world wouldn't you say? Better to make a +1 non-cursed sword and give it to your general who might use the plus five percent to hit, again and again in your service. No, cursed swords aren't made by mages they are..."

But first we interrupt this exciting diatribe to bring you a Jovial Priest Retrospective on Cursed Swords.

The Little Brown Books
M&M
Remove Curse: A spell to remove any one curse or evil sending. Note that using this spell on a "cursed sword", for example, would make the weapon an ordinary sword, not some form of enchanted blade. 
M&T
Magic Swords Roll percentile: 83-100 Sword -2 (Cursed)
Supp 1
Magic Swords Roll percentile:
83 Sword +1 Cursed: Once grasped, this weapon will never willingly leave the holder's hand, and it will immediately force him to seek battle with as many monsters as possible. A Remove Curse or a Wish (Limited included) will remove the influence.
84-97 Sword -2 Cursed: As above [what does that mean??]

Thoughts: The spell implies it can remove the magic curse from a sword, the item description suggest it will have no such power.


AD&D 
DMG
Remove curse 500gp / level of spell caster
Exorcise 1000gp / level of spell caster

Magic Swords Roll Percentile
86-90 Sword + 1 Cursed performs in all respects as a + 1 weapon, but when its wielder is faced by an enemy the sword will weld itself to the characters hand and force him or her to fight until the enemy or the wielder is slain. Thereafter, the possessor can loose, but never rid himself or herself of the cursed sword. No matter what is done, it will appear in his or her hand whenever an opponent is faced. To be free of the weapon, the character must have a cleric exorcise it.
91-95 Sword -2 Cursed is a sword which gives off a magical aura and performs well against targets in practice, but when it is used against an opponent in combat it lowers hit probability by-2 for its user, although only by careful observation can this lowering of probability be detected; all damage scored is likewise reduced by 2 hit points, but never below a 1 in any event. The sword will always force the character to employ it against enemies, teleporting to the character's hand. It can be gotten rid of only by means of limited wish, wish, or alter reality.
96-100 Cursed Sword of Berserking, performs by every test, save that of the heat of battle, as a +2 magic sword of some sort. However, in actual battle its wielder will go berserk, attacking the nearest creature and continuing to fight until dead or until no living thing remains within 6" of him or her. The sword has a +2 bonus and otherwise acts as a +1 cursed sword. The possessor of a Cursed Beserking Sword can be rid of it only if it is exorcised or wished away.

Interesting aside:
Sword Alignment
Any sword with intelligence will have an alignment. Note that certain swords - Holy Avenger, Shorpness, Vorpal (q.q.v.) - have alignment restrictions. All cursed swords are absolutely neutral.

PHB
Remove Curse 3rd Level Cleric Spell
Upon casting this spell, the cleric is usually able to remove a curse - whether it be on an object, a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell will not affect a cursed shield, weapon or suit of amor, for example, although the spell will typically enable the person afflicted with any such cursed item to be rid of it.

Thoughts: But all three cursed swords above say the only way to be rid of the sword is with much more powerful magic.

Exorcise, 4th Level Cleric Spell
The spell exorcism will negate possession of a creature or an object by any outside or supernatural force. This includes control of a creature by some force in an object, possession by magic jar (q.v.) spell, demonic possession, curse, and even charm, for the exorcise spell is similar to a dispel magic spell. Furthermore , it will affect a magical item if such is the object of the exorcism. Thus a soul object of any sort which comes under successful exorcism will make the life force of a creature concerned wholly inhabit its nearest material body, wholly and completely. (Cf. Advanced Dungeons and Dragons, Monster Manual, Demon.)

Thoughts: two of the above cursed swords need to be exorcised to be gotten rid of. Hey, that's an interesting idea. Cursed swords are possessed.

Holmes
Roll d10
9 Sword -1 Cursed
0 Sword -2 Cursed

No explanation and no remove curse spell owing to the low level of the game.

B/X
Moldvay
Roll d8
8 Sword -1, cursed
Once a cursed weapon is used in battle it may not be gotten rid of. The owner will feel compelled to get it back if it is thrown away and will always draw the cursed weapon in battle. Only a high level NPC cleric or magic user can help get free of the curse.
Cook
Roll percent
97-98 (Sword -1, cursed)
99-100 Sword -2 cursed
Once  a cursed sword is used in battle it may not be gotten rid of except by use of remove curse or dispel magic spell.

Remove Curse
3rd Level Cleric Spell
This spell will remove the effects of a curse put on a character or free a character from a cursed magical item.

Dispel Magic
3rd Level MU pell
It will not affect magic items, but will remove any spell effect created by a magic user, elf, or cleric of equal or lower level than the caster.

Thoughts: Pretty clear remove curse will allow a player to be rid of a cursed sword, though unlike LBB, does nothing to the enchantment. Not sure how dispel magic works, unless it can remove the enchantment depending on what level the enchanter and the caster are.

Cyclopedia

Remove Curse
This spell removes one curse, whether on a character, item, or area. Some curses—especially those on magical items—may only be removed for a short time, at the DM's discretion; such curses would require a dispel evil spell for permanent removal (or possibly a remove curse cast by a high level cleric or magic-user, again at DM's discretion).
Dispel Evil
This spell may affect all undead and enchanted (summoned, controlled, and animated) monsters within range. It will destroy the monster unless each victim makes a saving throw vs. spells. If cast at only one creature, that creature takes a —2 penalty to the saving throw. Any creature from another plane is banished (forced to return to its home plane) if it fails the saving throw. Even if the victims successfully roll their saving throws, they must flee the area, and will stay away as long as the caster concentrates; the caster cannot move while concentrating. This spell will also remove the curse from any one cursed item, or may be used to remove the influence of any magical charm.


Cursed Items

Any treasure can hold a cursed magical item. A curse can be removed for a short time (1d20
rounds) by any remove curse spell, but it can only be permanently removed by the same spell
from a high-level cleric or magic-user (15th level or above is recommended). A cleric's dispel evil
spell should remove nearly all curses, except perhaps those bestowed by either very powerful
spellcasters or items; these would require a dispel evil or remove curse cast by a 36th level spellcaster.
A wish may be used at any time to remove a curse; treat the wish as a powerful remove curse at 36th level magic use.


Thoughts: There is no exorcism in BECMI or B/X for that matter, but this is a pretty clear rule.

Cursed Swords

Any sword may be cursed. When the die rolls indicate a sword as treasure, roll 1d20. If the result
is a 1 or 2, place a cursed sword in the treasure instead. A cursed sword will seem to be a normal magical sword (whatever type was first rolled) until used in combat. At that time, the curse is revealed.
When using that weapon, the sword will cause the player to subtract the amount that was
to have been a bonus from all attack and damage rolls. (For example, if a character believes he is
carrying a sword + 3 when in fact he is carrying a cursed sword, he will subtract 3 from both his
attack and damage rolls.) Once a character uses the cursed sword in battle, he may not throw it away: He is under a compulsion to keep it and use it. If it is stolen or sold, the character is cursed with the desire to get it back. The character will always use that weapon when in battle. (The DM may have to tell the player that this is what the character wants—and no arguments!—until the character is rid of the curse.)
Only a spellcaster with a dispel evil or remove curse spell can help a character be rid of the weapon.
If the spellcaster is less than 26th level, the spell simply cures the character of his compulsion;
he may now get rid of the cursed sword. If the spellcaster is 26th level or above, however, the dispel
evil or remove curse spell will permanently change the cursed sword into a normal magical
sword of whatever type was originally rolled.



Thoughts: Not sure why we jumped from 15th level to 26th level but still pretty clear.


A new HOUSE RULE for CURSED SWORDS and other cursed weapons, armor, rings etc (not scrolls)


His companion had stopped laughing but the corner of his mouth twitched in mischief. "Why do you blame a mage my friend? Do you think some mage cursed your sword? Do you think he, well, spent thousands of gold to have a fine blade made, cast enchant an item on the sword, and then rested for the following 4 days incapable of any further activity, all to create a cursed sword, which he then dropped into a dungeon, hoping a hero like you would pick up, and that were you ever to face him, would find yourself with a minus five percent chance of hitting him? Well such a plan seems to me a very poor way to conquer the world wouldn't you say? Better to make a +1 non-cursed sword and give it to your general who might use the plus five percent to hit, again and again in your service. No, cursed swords aren't made by mages they are... possessed by the souls of warriors who died whilst wielding a magic weapon."

If a character dies while wielding a magic weapon or wearing magical armor the DM rolls percentile dice. If the roll is equal to or under the dead characters level their soul is sucked into the magic item (magic swords first, then other magic weapons, then armor, then other magic items) and whatever positives it once had are now negatives. Or the DM can invent something more elaborate.

The character may not be raised from the dead until their soul is first freed from the magic item. The character however instinctively rages against their fate, and it is this rage that curses the magic item. It may not be obvious that this is where the character's soul has gone to and the character's weapons may have been sold or discarded before the character's fate is realised.

Normally the character is unaware of their fate but any sword so cursed should have a chance of becoming an intelligent sword [rerolling for sword powers according to whichever rule set the DM is using] in which case the character, now as an NPC,  may be able to communicate. In this situation the sword is not cursed, will keep all it's bonuses and may indeed gain in power. This is the most common way an intelligent sword is created. Not all souls in such a state, will seek rescue, given that their material body may be long gone and this is their only chance of continued life.

To rid oneself of a cursed sword, the option depends on which rule set the DM is using.

For AD&D I suggest remove curse / dispel magic allows the character to be rid of the sword [the difference in level between the caster and the trapped soul should modify the chance of success - the soul may rage but it struggles against being free], but exorcism allows the soul trapped in the sword to be freed.

For B/X & BECMI: A remove curse / dispel magic cast by clerics/MU less than name level allows the character to be rid of the sword. Greater than name level allows the soul to be exorcised. The difference in level between the caster and the trapped soul should modify the chance of success - the soul may rage but it struggles against being free. 


Hope you have enjoyed.