To truly make a world come to life you can not simply bolt a game system onto it. You must add your own spice. As a companion piece to Haucumgalium I will be creating additions to the typical OSR spell lists, treasure lists, and bestiaries.
Ray of Soulsilt
(Magic User 3)
Duration: Instant
Range: 120’
A wide, deeply-violet, ray projects from the chest of the caster and affects a creature within line of sight.
Damage: Impacted creature will take full damage (1d4 per caster level – save vs spell to half damage) only if that damage takes the creature to 0 hp. Otherwise the creature only takes one point per die rolled.
Desiccation: Creatures slain by the ray are reduced to 3d6 charges of a fine, light pink powder. If collected this powder acts similar to gunpowder being usable for firearms (1 shot per charge) or small explosives (1d6 damage per 4 charges). Other less lethal or inventive uses may be explored but some degree of skill and knowledge is required to use in or create advanced weaponry.
The Groping Dark
(Magic User 3)
Duration: 1d6 rounds
Range: 30’
Curses a 10’x10’ area of ground or floor allowing the groping arms representing the will of the shattered souls of The Hell of The Grinding Wheel to reach into our plane and search for souls.
Setting a Trap: The arms will only be visible if grasping a living or deceased intelligent creature.
Entanglement: Many arms will grasp and immobilize intelligent creatures moving through or staying in the affected area lest they make a save vs petrification and polymorph.
Prolonged Effects: Creatures held for more than 1 round take 1d4 crushing damage each round beyond the first.
Effects on the Dead: Creatures with 0 hit points or less in the area of effect are taken to The Hell of The Grinding Wheel for eternity if they do not pass a save vs death.
Attacking the Darkness: The appendages can be damaged by enchanted weapons. They are AC5 will be dispelled if they take damage equal to the casters current HP. Magical light cast on the cursed area will do 3d6 damage to them.
Breaking Free
- A save vs paralysis or petrification at a -1 penalty will allow a creature to break free.
- Creatures with 18+ Wisdom are immune
Black Torch
(Magic User 3)
Duration: 6 turns +1 per level
Range: 10’
Conjures an invisible torch in the hand of the caster. The torch can be handed to others or set down but remains invisible. The torch gives off light in a 20’ radius, illuminating like strong flickering torchlight but revealing no colors. The torchlight can not be seen outside of the radius of effect and will appear to match the lighting of the surrounding area. The flame of the torch is painfully cold to the touch dealing 1d3 damage on contact with bare skin. Sincere laughter dispels.
Shattered Veil
(Magic User 3)
Duration: 1 turn per level
Range: touch
By placing one hand over their own eyes and one over the eyes of their target the caster creates a mental link allowing them to search the other creature’s mind. Both target and victim can hear each other’s immediate thoughts and inner monologue. Those involved often report visuals of being in a large, many roomed mansion with two wings inhabited only by themselves and the other party.
Deep interrogation: Either party can attempt to search the other’s mind for specific knowledge or memories. A save vs. Spell or Death (saving parties choice) will successfully hide the information sought but does not break the contact. Attempts to find the same information will require a second casting but other information can be sought.
Breaking the Spell:
- Removing hands from either party’s eyes breaks the spell.
- Creatures of 19+ intelligence are immune to the effect unless they willfully engage
Arcane Berserker
(Magic User 3)
Duration: 1d6+3 rounds
Range: Thrown (30’ / 60’ / 90’)
An orb is conjured containing the soul of an arcane hunter. When thrown and making impact with a surface the planar beast is unleashed.
Creature Description: They usually take the form of a wild animal wielding a flaming branding iron. The Arcane Berserker comes from a realm of eldritch enmity.
Tactics: It will attack the next creature to cast an arcane spell without mercy or fear. If no target presents itself after three rounds, the creature will attempt to destroy the most powerful magical item within 120’.
Item Destruction The brand has a 1 in 8 chance of destroying a mundane magical item per round spent and a 1 in 12 chance of destroying greater items. Artifacts are immune to such attacks. The owner of an item can stand in its defense.
Anti-Magic Branding Those killed by or taking max damage from the brand will be left with branded flesh that prevents spell casting by the bearer until dispelled or removed.
Planar Creature Stats:
AC: 3 HD: 3+3 Attacks: 1 x brand (1d8) THACO: 17 Movement: 120’ SV: D13 W14 P13 B16 S15 Morale: 12 Alignment: N
Form Taken (1d6) 1 Bear 2 Elephant 3 Lion 4 Land Squid 5 Boar 6 Cyclops
Gift of Strength
(Magic User 3)
Duration: Variable
Range: touch
By locking palms with a target the caster and concentrating the caster may gift the target their strength and health.
Amount Transferred: The caster may choose the number of D6 rolled per casting. The caster immediately loses this many points of strength to the target who gains a like number. For every 4 full points of strength transferred a maximum hit point is also transferred.
Returning Points: the recipient must return to the same posture, palms touching, to return the points to the caster. Alternately, points are lost permanently 1d8 rounds after the caster’s death.
Overdoing it: Casters reduced to 0 strength are paralyzed and casters reduced below 0 strength will die in 2d3 rounds if strength is not returned.