Crawl! no.13: Deathmatch! Available Now!

Showing posts with label Free. Show all posts
Showing posts with label Free. Show all posts

Thursday, January 12, 2023

Practicable Magic: Reliable Spell Casting for DCC RPG

Hey, a new post! I got inspired by the hub-bub that's happening in the tabletop role-playing game world, I decided to iron out a small set of rules for my favorite #openDND, Dungeon Crawl Classics RPG. Obviously no one should be surprised since Crawl! is a zine for DCC, but it's been almost a year since I've posted anything, and I needed to prove that I'm working on something. This is not going to appear in a new issue of Crawl!, instead it's going to replace a chapter in Crawl! no.3: The Magic Issue. Eventually it's going to replace the Patron spells for Van den Danderclanden, which are also found in the updated edition of Crawl! no.1. For some of you that don't know, the original edition of no.1 didn't include these spells, and there were probably some revisions along the way. It'll likely appear first as a mini-zine before Crawl! no.3 gets updated. We'll see. 

So, you're thinking "Reliable magic in DCC RPG?" That's anti-thesis-tith-ical (sp!?) to the CHAOS of muh DCC RPG magic. I guess. So, "Yes?" These rules are optional, I really shouldn't have to stress that. Since your game is your game, you can totally ignore these rules. That's magic. Or you can check them out, criticize it in thee comments, Like, Subscribe, you know the drill. But, no lie, one of the biggest complaints I hear about DCC magic is the randomness, which some of us love. Some, probably a scrawny coastal wizard, or (L)awful cleric, want some more stability, predictability, and balance. Well here's "some". It's still random, you can still turn your friend into a chicken... there is just a bit more control. Like art or food, magic done slow and cooked to perfection. But it's still magic, and DCC magic is supposed to be fun, and someone can still screw it up. All right nerds... don't forget to comment below. 


Practicable Magic

Reliable spell casting for DCC RPG by Rev. Dak J. Ultimak. 

Any wizard or elf can use any available time and resources, to safely prepare and store a spell that can be accurately cast, at-will, the following day (typically after regaining spells per the standard rules).
Sidebar: Regaining Spells: The rules for regaining spells can vary depending on the type of magic, and can be based on a time of day, the moon, rest, prayer, or after an actual day. It may also vary from campaign to campaign and wizard to wizard. Settling on a single trigger can make things easier, such as 8-hours rest, which is commonly known and used. Regardless of when the regaining of spells takes effect, it's important to remember that it takes extra time to store a spell, and this time must be spent before any rest. A wizard can't store spells while resting.

Spell Storing


  • Normal spell check plus an addition bonus +CL

  • May use spellburn or Luck

  • Must be able to still normally cast spell


For each spell the wizard desires to store, they must effectively cast the spell, but are afforded more time and focus and they must avoid the usual distractions, such as combat. They make a spell check as usual, and get an added bonus equal to their class level. Natural rolls, such as a 1 or a 20, still apply and so do any failure results, including ones that result in the spell being lost, and especially any corruption or misfire effects. Spellburn and Luck may be applied as usual. This spell check result will be the spell effect that is then stored. Each attempt requires to caster to still be able to cast the particular spell, so if the wizard lost the spell during the day, through usual means such as failing a spell check, or they lost it during a previous attempt at storing it, they will not be able to store another copy of that spell until they regain that spell. They may burn Luck to prevent this. Use discretion if incorporating Mercurial Magic, do they occur when storing the spell, or do they take effect when casting it the following day? Is it random? 

Spell Storage


  • May store up to their number of Known Spells

  • Must use twice the material resources.

  • Takes longer to cast (1 round = 1 turn, 1 turn = 1 hour)

  • Needs a magical vessel (wand, staff, magic sword, etc.)

  • May use their brain to store limited spells (equal to their Intelligence modifier)


A wizard can store as many of these spells they can cast up to their number of Known Spells (as per their character class and level, Intelligence modifiers may apply). Storing these spells takes significantly longer time than normal, and also uses twice as much gold, material components or sacrifices required by the spell. A spell that normally takes 1 action, 1 round, or 1 minute to cast, will take 1 turn or 10 minutes to store. A spell that takes 1 turn to cast, will take 1 hour to store. In lieu of their Known Spells limit, the amount of time before regaining spells is a hard time limit, they still need ample time before spell storing and regaining spells. If the wizard doesn't regain spells, for any reason, for example a wizard doesn't get their required rest, they won't recover any lost spells and the stored spells become lost.


The wizard will need a magic vessel to store these spells, this vessel can be any magic item that can be wielded, such as a magic wand, wizard staff, or magical sword. The wizard may also use their brain. The maximum number of spells they can store in their brain is equal to their Intelligence modifier. So a wizard with an Intelligence of 13 may store a single spell (+1 modifier) in their brain. Otherwise the spells must be stored in some magical device. Their number of Known Spells still remains the limit.

Stored Spell Casting


  • May cast stored spells any time after they normally regain spells.

  • May still cast spells normally, even spells that are stored.

  • Losing the spell through normal casting loses the spell for the day, even those that are stored.

  • Spells may be stored for only 1 day.


After regaining spells, per usual rules, the wizard can cast these stored spells at will, as if they were casting normally, but the spell effect is the effect that was previously stored. Once a stored spell is cast, it is expended and can't be cast again. Any verbal or somatic spell components are still required, but any material components are no longer required because they are magically infused with the stored spell.


A wizard may still cast spells normally, even if they have the same spell stored, BUT if a failed spell check results in the spell being lost, all the stored spells are also lost because the magical connection that binds them is broken. Burning Luck can not restore spells that have been broken (but the wizard may still burn Luck to re-cast lost spells).


Any stored spells that aren’t cast by the “end of their day” are lost, as the connections fade from memory. A wizard may choose to let stored spells expire at any time.


Look Mah! No OGL! Feel free to use this in your game. Normal copyrights apply, feel free to use its concepts in your game, but some attribution would be nice.

Monday, January 31, 2022

MÆTA: A Postmodern Patron for DCC RPG

MÆTA

Mæta is meta, Mæta is a force. 

Some know Mæta as OPERATOR, USER, a sometimes enumerated PLAYER, or as the old technicians and engineers used to say, the ERROR “between the seat and the keyboard”. For most, Mæta is fate, predestination, and the natural order. For some, Mæta is God. Regardless of what they believe, without Mæta they would not exist—for Mæta created them, whether through RANDOM generation, or selected by hand or whim. 

Mæta is a metaphor. Mæta is you.

Well, not really you. But a fabricated, fill-in-the-blanks, representative of a gamified version of you. A character you control can call upon Mæta to provide aid in the form of a spiritual weapon, magical protection, or the power of an artifact. Any specific effects or details will vary, fill in the blanks to suit your personal taste or element of  your favorite game. 

The caster may spellburn 1 ability point to take an effect lower than the spell check result.

Invote Patron

12-13 Boomstick! Mæta bestows them with a short staff or rod made of meticulously carved wood and twisted metal. The metal ends with a round opening, and when pointed at a target, sends forth a blast of [_______]. 

Boomstick: +2 missile weapon, Damage 2d10 (special crit), Range 50/75/–, lasts for 2d5 uses or 1 turn. *Critical hits with this weapon do 2d10 per CL in damage, in addition to any applicable crit tables. 

14-17 Pellets of Pain Relief! A small cup appears, within the cup are 2 [________] pellets. Consuming each pellet heals 1 HD of damage. Take 2 and call Mæta in the morning. 

18-19 Helm of Hardiness. A helmet decorated with [________] appears from thin air. Donning the helmet grants them +2 AC. The helmet will also protect the wearer from 1 critical hit, but the helmet will be destroyed and rendered unusable.

20-23 Fire Thrower: Mæta gifts the caller an intricate staff that’s topped with a smoking alabastra that’s decorated with a flaming [________]. This staff can launch a ball of fire up to 60’, which explodes and affects everything within 10’ of it. 

Fire Thrower: +3 missile weapon, 3d6* fire damage to a single target, all within 10’ target takes 1d6 fire damage, lasts for 2d5 uses or 1 turn. 

24-27 A Drink of [________]: A bottle filled with your favorite liquid appears. Consuming it will heal HD equal to their character level. (A level 1 character will heal 1 HD, while a level 3 character will heal 3 HD). 

28-29 The Shield of [________]: A glowing magical shield appears. It can bond with an existing shield, or take on its own form. It provides a bonus +5 to AC. It can absorb all the damage of a single successful attack or damage source, but each attack that is absorbed reduces the AC bonus by 1. When the final AC bonus is used or after 1 turn, the shield disappears. 

30-31 Lightning [________]: Mæta grants the subject access to raw contained lighting. The PC may release this energy across an area 10’ wide and 60’ long. All within this area must take 6d6 lightning damage or make a DC 20 Reflex save for half. The weapon lasts for 2d5 uses or 1 turn.

32+ Artifact of Power: Mæta rewards their best with an artifact of power. This artifact can take one of 4 forms, roll 1d4: (1) The [________] of Vengeance (x4 damage bonus to all attacks); (2) The [________] of Vitality (current and max hit points temporarily increases to 2x normal); (3) The [________] of Resistance (gain resistance to fire, cold, drowning, lighting, and other elements); (4) The [________] of Shadows (gain +10 bonus to hiding and from being seen). These artifacts last for 2d5 rounds, then disappear. If the current possessor of an artifact dies, the object will remain. Another PC may continue using it until it disappears.  

Friday, February 26, 2021

Crawl! at Spawn of Cyclops Con

FREE (or generous donation.)
Hi, I'm Dak. Welcome to my booth at Spawn o' Cyclops Con.

If this was real life, I'd be standing here talking about zines, the desert, and dungeon crawling. 

Then I'd hand you a free zine for stopping by. 

So go pick it up here: 

https://www.drivethrurpg.com/product/347505/Dungeon-Crawl-Basics

You can buy my world famous zines here: 

https://crawlfanzine.blogspot.com/p/buy-now.html 

Ask me anything! 

Saturday, June 15, 2013

HAPPY FREE RPG DAY!

There aren't that many gaming shops in LA, and only one participates in Free RPG Day. Yes, it's lame. So I couldn't get a table at this local shop, to run DCC RPG. I'm heading over any way in a few minutes. But I thought I'd share this:

Van den Danderclanden, the complete DCC RPG patron, compiled from #1 and #3 in one handy file. Print and Tablet friendly!

Friday, May 10, 2013

Crawl! Bonus Web Supplement for Crawl! No.7

Did you players of Nethack or Rogue feel like the Fountains article was missing something? Well it was, due to a bit of space issues, I had to cut something. So here you go, for free!:

Table d (as in little dog)! Courtesy of Thom Hall...

Download link: https://www.box.com/s/1suddikfqmruodq8bm0k 

Wednesday, August 29, 2012

Oooh, bad news.

For reasons beyond my control, Crawl! fanzine number 4 won't be available this week. I failed my check on this one. I hoped to have it on sale, and subscriptions shipped by today. That's not going to happen. I'll be out of town for the rest of week. I'm going to my annual camping trip to The Thing In The Desert...

To hold you off until I get back next week, here's a teaser for #4:


Hargn The River Dragon

The   shimmering   river   near   Thorum   is   named   after   its   equally shimmering  inhabitant,  the  dragon  Hargn.  Hargn  tends  to  keep  tohimself. He would rather enjoy the fish of the river than be bothered by land loving mortals. When in water, Hargn is virtually invisible and is  never  seen.  If encountered  out  of the  water,  he  appears  as  long tailed fishlike creature with scales of a silvery green pearlescent sheen. He walks on four legs, with each ending in large emerald like claws.

This dragon typically keeps to himself. He considers humanoids as any other  fauna,  they're  either  food  or  play  things.  There  is  a  1  in  20 chance that Hargn will be hungry and a 1 in 10 chance that Hargn will want to play. And by play, he likes to grab his play thing and bat it into the air with his tail. This tail slap can send a man sized creature flying 10 feet for every 5 points of damage taken. If attacked, Hargn will be highly aggressive and will fight to the death. Otherwise he will ignore the interlopers and disappear into his river.

Hargn, the river dragon: Init +8; Atk +11, 2 claws (dmg 1d8), bite (dmg 1d12), tail slap (dmg 1d20); AC 23; HD 8d12; hp 48; MV 50’ or swim 100'; Atk 4d20; SP Breath weapon, Spells, Amphibious, Fast Reflexes, Water passage, Wall of mist; SV Fort +8, Ref +12, Will +8; AL C.

Breath, Sleep Gas: Twice per day, Hargn can breath a cloud of sleep gas with a radius of 1d4 x 10' up to 60' away. All caught in the cloud must make a DC 18 Fort save or fall asleep for 1d6 hours.

Spell, Cause Fear: Spell Check d20+4; 11 or less, failure and lost. 12 or more, target flees for 1d3 rounds. (Fumble, caster flees for 1d4 rounds. Critical, target flees for 1d3 turns.) Will save vs Spell Check.

Spell, Magic Shield: Spell Check d20+4; 11 or less, failure and loss. 12 or more, caster gains +4 AC for 2d6 rounds. (Fumble, caster is blown back 10’ and knocked prone, taking 1d4 damage. Critical, caster gains +4 AC for 1d4 turns, automatically blocks Magic Missiles & mundane attacks.)

Spell,  Magic Net:  Spell Check d20+4; 11 or less, failure and lost.  12  or 13, failure, 14 or more,  a  shimmering net  fills  a  10  cu.  ft.  area  for 1d6 hours. Movement within the area is halved if using magic weapons, or strength check (DC 18)  to  break through the netting.  (Fumble,  caster becomes  wound  up  in  a  net,  strength  check  (DC  15)  to  break  free. Critical, up to 20 cu. ft. area.)

Water  Passage:  At  any time,  Hargn  can  move  into  or  pass  through water without leaving a wake or splash. Effectively becoming invisible in water.

Wall of Mist: Once an hour, Hargn can summon a wall of mist.  The wall is up to 100’ x 20’ x 100’. Within the mist, targets suffer -4 to all attacks and move at half speed.

Tuesday, August 14, 2012

Bonus! A Tiny Extra for Crawl! #2

[Here's a little extra shared by Colin Chapman on the Goodman Games forums - Rev. Dak]

Web Supplement for Crawl #2

For folks who nabbed Crawl! #2 and use my expanded equipment article, here's a tiny extra. When rolling for the piece of free extra "adventuring" equipment a 0-level character starts with, roll a d30 instead of a d24, and add the following results to those on page 73 of DCC RPG Core Rules:

25. Blanket, Wool - 5sp
26. Cooking Pot, Small - 5sp
27. Shovel (staff) - 2sp
28. Signal Whistle - 4sp
29. Spyglass, x4 mag. - 25gp
30. Twine, 100-ft. - 1sp

cheers!

Colin


[Originally posted here: http://www.goodman-games.com/forums/viewtopic.php?f=70&t=42053&]

Tuesday, May 15, 2012

Aplus's DCC RPG Reference Sheets (and a cover I made.)

This is awesome. Jeremy Deram, or Aplus, of People Them With Monsters Blog has compiled some of the frequently used tables from DCC RPG into a digest sized document that can be printed as signatures, folded and stapled into a zine-like booklet. It's awesome, and you can download it from here:
http://peoplethemwithmonsters.blogspot.com/p/dcc-rpg-resources.html
He has even shared the cover he used for his personal copy:
http://peoplethemwithmonsters.blogspot.com/2012/05/dcc-rpg-reference-sheets-updated.html
I've decided to make my own and include a cheat sheet for PC creation. You can see it here:
Dccrefscover
and download it from my Box.com: https://www.box.com/s/3fa66cd9457f6e121371