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	<title>Lord Kilgore &#187; Thursday Thaumaturgy</title>
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	<description>Last seen entering the Lost Caverns some years ago. . .</description>
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		<title>Colorful Magic</title>
		<link>http://www.lordkilgore.com/colorful-magic</link>
		<comments>http://www.lordkilgore.com/colorful-magic#comments</comments>
		<pubDate>Thu, 22 Jul 2010 21:06:46 +0000</pubDate>
		<dc:creator>Kilgore</dc:creator>
				<category><![CDATA[Thursday Thaumaturgy]]></category>
		<category><![CDATA[Five Colors]]></category>

		<guid isPermaLink="false">http://www.lordkilgore.com/?p=2487</guid>
		<description><![CDATA[Something that I&#8217;ve thought about off and on for several years concerns re-working the spellcasting classes in D&#038;D. I&#8217;ve never been 100% convinced that the cleric belongs in the game, at least not in the &#8220;adventuring religious fighting priest&#8221; concept, and though I think the illusionist is interesting, he doesn&#8217;t seem viable except in certain [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.lordkilgore.com/wordpress/wp-content/uploads/2010/07/mtg-logo.jpg" alt="magic the gathering colors" title="mtg logo" width="143" height="141" class="alignright size-full wp-image-2489" /></p>
<p>Something that I&#8217;ve thought about off and on for several years concerns re-working the spellcasting classes in D&#038;D. I&#8217;ve never been 100% convinced that the cleric belongs in the game, at least not in the &#8220;adventuring religious fighting priest&#8221; concept, and though I think the illusionist is interesting, he doesn&#8217;t seem viable except in certain circumstances. I&#8217;ve re-envisioned <a href="http://www.lordkilgore.com/clerics-as-mystic-warriors">clerics as mystic warriors</a>, removed the religious themes to the class, and explained their spells as being more like powers. I&#8217;ve described <a href="http://www.lordkilgore.com/magic-and-alignments-in-our-game">how magic works</a> in our game. I&#8217;ve tweaked spells slightly and dropped the pre-memorization requirements. But still I&#8217;m not overly thrilled with any of the spellcaster classes.</p>
<p>So I dusted off an idea I had for Swords &#038; Wizardry White Box last year and redid the spell lists. I took all the spells and sorted them into five &#8220;colors&#8221; or &#8220;schools&#8221; loosely based on (and this is sure to ruffle some feathers) the Magic: The Gathering card game.</p>
<p>(Yes, I realize I just lost a lot of folks right there. That&#8217;s okay. If someone is likely to arbitrarily dismiss ideas just because they sound like something from WotC games, I&#8217;m not really interested in their opinion anyway.)</p>
<p>So I have red magic, white magic, green magic, blue magic, and black magic. With red wizards, white wizards, green wizards, blue wizards, and black wizards to use it. Roughly one-sixth of the spells at each level are &#8220;colorless,&#8221; meaning they&#8217;re available to wizards of any color. Spells like <em>read magic, hold portal, light, dancing lights</em>, and <em>dispel magic</em> can be used by any wizards. </p>
<p>Reversed versions of spells are separate in this system, meaning that <em>detect evil</em> and <em>detect good</em> are separate spells on separate lists. The same goes for <em>cure light wounds</em> and <em>cause light wounds</em>.</p>
<p>White wizards are not necessarily good, but they cast a lot of the healing and protection spells. However, even though many of their spells are from the standard cleric&#8217;s list, they aren&#8217;t exactly clerics. <em>Magic missile</em>, for instance, is a white spell.</p>
<p>Black wizards, of course, deal with darkness and death. They get the <em>cause wounds</em> spells, <em>sleep</em>, and lots of the other nasty magics. They end up being a sort of anti-cleric/necromancer mix that isn&#8217;t afraid to mix it up.</p>
<p>Blue wizards are the masters of illusion, trickery, and water and sky. Much (though not all) of the standard illusionist spell list is available to blue wizards, and they also get some spells that deal with unseen forces such as <em>feather fall, invisibility</em>, and <em>teleport</em>.</p>
<p>Red wizards are masters of fire, chaos, and warfare. Many of the fire-based spells (like <em>fireball</em> and <em>pyrotechnics</em>) are theirs, as well as a good selection of direct combat-related magic and <em>monster summoning</em>.</p>
<p>Finally, green wizards are not only in tune with nature and life with spells like <em>sticks to snakes</em> and <em>entangle</em>, they get some pure magic like <em>fly, knock</em>, and <em>charm person</em>. Though many standard druid spells were spread out among the other four colors, a lot of them stayed with the green wizard.</p>
<p>The spell lists still need a little tweaking, but I&#8217;m pretty happy with them after the first stage of sorting. I&#8217;ve done spell levels one through six, which is as high as our game is currently designed to go.</p>
<p>I&#8217;m toying with the idea of giving each type of wizard a special power, such as turning undead for white wizards and maybe even some weapon/armor allowances (or even thief skills?) for others, but I haven&#8217;t got that far yet. I&#8217;m also considering wizards of one color to have access to the spells of another complementary color once at higher levels. </p>
<p>I&#8217;m not at all sure where this is going to go. Maybe it won&#8217;t ever be used at all. One major downside is the fact that it would pretty much wreck compatibility, something that we&#8217;ve been trying hard to maintain. I&#8217;ll keep messing with it for a while and see how it turns out.</p>
<p>UPDATE: Check out the first draft of the list <a href="http://www.lordkilgore.com/five-color-magic">here</a>.</p>
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		<item>
		<title>Cure X Wounds &#8211;Thursday Thaumaturgy</title>
		<link>http://www.lordkilgore.com/cure-x-wounds-thursday-thaumaturgy</link>
		<comments>http://www.lordkilgore.com/cure-x-wounds-thursday-thaumaturgy#comments</comments>
		<pubDate>Thu, 06 May 2010 16:17:03 +0000</pubDate>
		<dc:creator>Kilgore</dc:creator>
				<category><![CDATA[Thursday Thaumaturgy]]></category>
		<category><![CDATA[kilgore edition game]]></category>

		<guid isPermaLink="false">http://www.lordkilgore.com/?p=2318</guid>
		<description><![CDATA[I&#8217;ve always found it odd that cleric&#8217;s cure wounds spells were on levels 1, 4, and 5, with heal at level 6 and resurrection at level 7. (Well, I also find the existence of the 5th level raise dead odd, but that&#8217;s something different altogether.) Spell levels 2 and 3 are skipped when it comes [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve always found it odd that cleric&#8217;s <em>cure wounds</em> spells were on levels 1, 4, and 5, with <em>heal</em> at level 6 and <em>resurrection</em> at level 7. (Well, I also find the existence of the 5th level <em>raise dead</em> odd, but that&#8217;s something different altogether.)</p>
<p>Spell levels 2 and 3 are skipped when it comes to hit point healing spells, but it doesn&#8217;t make a lot of sense to me that clerics don&#8217;t advance in their healing power from first level until they reach seventh level. So for our homebrew game we&#8217;re doing this:</p>
<blockquote class="white">
<h2>Cure Light Wounds</h2>
<p><strong>Level</strong>: Clc 1, Drd 2<br />
<strong>Duration</strong>: Instant<br />
<strong>Range</strong>: Touch</p>
<p>Restores 1d6+1 hit points of damage or can remove paralysis.</p>
<h2>Cure Minor Wounds</h2>
<p><strong>Level</strong>: Clc 2, Drd 3<br />
<strong>Duration</strong>: Instant<br />
<strong>Range</strong>: Touch</p>
<p>Restores 1d8+2 hit points of damage or can remove paralysis.</p>
<h2>Cure Major Wounds</h2>
<p><strong>Level</strong>: Clc 3, Drd 4<br />
<strong>Duration</strong>: Instant<br />
<strong>Range</strong>: Touch</p>
<p>Restores 2d6+2 hit points of damage or can remove paralysis.</p>
<h2>Cure Serious Wounds</h2>
<p><strong>Level</strong>: Clc 4, Drd 5<br />
<strong>Duration</strong>: Instant<br />
<strong>Range</strong>: Touch</p>
<p>Restores 1d6+1d8+3 hit points of damage or can remove paralysis.</p>
<h2>Cure Critical Wounds</h2>
<p><strong>Level</strong>: Clc 5, Drd 6<br />
<strong>Duration</strong>: Instant<br />
<strong>Range</strong>: Touch</p>
<p>Restores 3d6+3 hit points of damage, can remove paralysis, or can restore 1 point of STR or CON lost through energy drain if subject makes system shock check.</p>
<h2>Heal</h2>
<p><strong>Level</strong>: Clc 6, Drd 7<br />
<strong>Duration</strong>: Instant<br />
<strong>Range</strong>: Touch</p>
<p>Restores all but 1d4 hit points of damage and cures diseases, blindness, paralyzation, poison, <em>amnesia</em>, and <em>feeblemind</em> or can be used to restore 2 points of STR or CON lost due to energy drain if subject makes system shock check.</p></blockquote>
<p>Note that the duration is <strong>instant </strong>(meaning that the damage is immediately restored and then the spell is complete and gone) rather than <strong>permanent</strong>, which we are defining as meaning a spell that functions indefinitely.</p>
<p>Also note the final two spells being able to restore points of STR or CON lost due to energy drain attacks. In our game, energy drain can reduce STR, CON, or character level depending on the creature. Levels lost via energy drain can still be regained using the <em>restoration</em> spell as usual.</p>
<p>Finally, I realize that the names might not really be in the most intuitive order. For instance, I think that <em><strong>major</strong> wounds</em> sounds worse than <em><strong>serious</strong> wounds</em>, which is higher level than <em>major</em>. We kept the original levels of the original names in order to facilitate compatibility with standard systems.</p>
<p>Regarding the number of points restored by each spell, the progression looks like this:<br />
<div id="attachment_2333" class="wp-caption aligncenter" style="width: 494px"><img src="http://www.lordkilgore.com/wordpress/wp-content/uploads/2010/05/cure-progression.jpg" alt="cure progression" title="cure progression" width="484" height="293" class="size-full wp-image-2333" /><p class="wp-caption-text"> </p></div></p>
<p>The red shows the possible range and the blue line shows the average result.</p>
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		<item>
		<title>Counterspells &#8211;Thursday Thaumaturgy</title>
		<link>http://www.lordkilgore.com/counterspells-thursday-thaumaturgy</link>
		<comments>http://www.lordkilgore.com/counterspells-thursday-thaumaturgy#comments</comments>
		<pubDate>Thu, 15 Apr 2010 16:25:18 +0000</pubDate>
		<dc:creator>Kilgore</dc:creator>
				<category><![CDATA[Thursday Thaumaturgy]]></category>

		<guid isPermaLink="false">http://www.lordkilgore.com/?p=2242</guid>
		<description><![CDATA[&#8220;There!&#8221; Locklar shouted, pointing at the robed mage they had pursued the day before but lost in the maze of alleyways in the Old Quarter. Mortigan looked and was dismayed to see the bearded man gesturing at his comrade. He recognized the pattern and was not surprised to see Locklar suddenly frozen in place, completely [...]]]></description>
			<content:encoded><![CDATA[<p><em>&#8220;There!&#8221; Locklar shouted, pointing at the robed mage they had pursued the day before but lost in the maze of alleyways in the Old Quarter.</p>
<p>Mortigan looked and was dismayed to see the bearded man gesturing at his comrade. He recognized the pattern and was not surprised to see Locklar suddenly frozen in place, completely motionless. The bearded magician whirled and disappeared into a dark alleyway between two buildings.</p>
<p>Quickly, Mortigan called the holding spell to mind and began casting it, making a few minor changes at the appropriate points. He finished and gestured at Locklar. The fighter shook his head.</p>
<p>&#8220;I really, really, hate that son of a goblin,&#8221; he muttered.</em></p>
<blockquote class="white"><h2>Counterspell</h2>
<p>Countering a spell which is already in effect can be attempted by casting a “counterspell” of the same spell at the same target or target point. Base chance for success is 6-in-12, with +1 or -1 for every level of difference between the caster and the counterer. Successful counterspells end the target spell immediately, though indirect effects already applied are not undone.</p>
<p><em>Instant</em> and <em>permanent</em> spells cannot be countered. Counterspells can only be cast to counter the exact same spell, not different spells with similar effects, though different classes can counter spells of the same name. A counterspell cannot be used as a reversed version of the spell and a failed counterspell has no other effect.</p></blockquote>
<p>This is basically a narrow version of <em>dispel magic</em> which affects only spells with limited durations. Rather than being a separate spell, it consists of casting a counter version of the spell in question. Thus, a first level magic-user could attempt to counter a <em>charm person</em> spell if he knows it by casting <em>charm person&#8217;s</em> counterspell.</p>
<p>Regarding the indirect effects, a <em>control weather</em> spell that flattens a building with a tornado or dumps six inches of snow onto a meadow could be countered and the skies would return to normal, but the building would still be demolished and the snow would still be there.</p>
<p>Spells like <em>polymorph other</em> would still require the spell <em>dispel magic</em> because <em>polymorph other</em> is permanent. <em>Continual light</em> could not be countered, because it too is permanent; <em>continual darkness</em> would still cancel it as normal, though, as that is a specific function of that spell.</p>
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		<item>
		<title>Feign Fire &#8211;Thursday Thaumaturgy</title>
		<link>http://www.lordkilgore.com/feign-fire</link>
		<comments>http://www.lordkilgore.com/feign-fire#comments</comments>
		<pubDate>Thu, 01 Apr 2010 14:53:06 +0000</pubDate>
		<dc:creator>Kilgore</dc:creator>
				<category><![CDATA[Thursday Thaumaturgy]]></category>

		<guid isPermaLink="false">http://www.lordkilgore.com/?p=2132</guid>
		<description><![CDATA[The tingling became an itch. The old woman said: “You’ve heard of animals chewing off a leg to escape a trap? There’s an animal kind of trick. A human would remain in the trap, endure the pain, feigning death that he might kill the trapper and remove a threat to his kind.” The itch became [...]]]></description>
			<content:encoded><![CDATA[<p><em>The tingling became an itch.</em></p>
<p><em>The old woman said: “You’ve heard of animals chewing off a leg to escape a trap? There’s an animal kind of trick. A human would remain in the trap, endure the pain, feigning death that he might kill the trapper and remove a threat to his kind.”</em></p>
<p><em>The itch became the faintest burning. “Why are you doing this?” he demanded.</em></p>
<p><em>“To determine if you’re human. Be silent.”</em></p>
<p><em>Paul clenched his left hand into a fist as the burning sensation increased in the other hand. It mounted slowly: heat upon heat upon heat&#8230;upon heat. He felt the fingernails of his free hand biting the palm. He tried to flex the fingers of the burning hand, but couldn’t move them.</em></p>
<p><em>“It burns,” he whispered.</em></p>
<p><em>“Silence!”</em></p>
<p><em>Pain throbbed up his arm. Sweat stood out on his forehead. Every fiber cried out to withdraw the hand from that burning pit&#8230;but&#8230;the </em>gom jabbar<em>. Without turning his head, he tried to move his eyes to see that terrible needle poised beside his neck. He sensed that he was breathing in gasps, tried to slow his breaths and couldn’t.</em></p>
<p><em>Pain!</em></p>
<p><em>His world emptied of everything except that hand immersed in agony, the ancient face inches away staring at him.</em></p>
<p><em>His lips were so dry he had difficulty separating them.</em></p>
<p><em>The burning! The burning!</em></p>
<p><em>He thought he could feel skin curling black on that agonized hand, the flesh crisping and dropping away until only charred bones remained.</em></p>
<p><em>It stopped!</em></p>
<p><em>As though a switch had been turned off, the pain stopped.</em></p>
<p><em>Paul felt his right arm trembling, felt sweat bathing his body. </em></p>
<p style="text-align: right;">&#8211;from DUNE by Frank Herbert</p>
<blockquote class="white">
<h2>Feign Fire</h2>
<p>Spell Level: I2<br />
Range: 30&#8242;<br />
Duration: 1 round per caster level</p>
<p>The caster causes illusionary heat and fire to affect one target (item or individual), causing 1d6 of illusionary damage per round. A save vs. spells can negate the illusionary damage each round, but the pain continues to feel real and attacks by those affected are at -4 to-hit for the duration of the spell. Illusionary damage is restored the round after the spell expires.</p></blockquote>
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		<item>
		<title>Ensorcel Weapon &#8211;Thursday Thaumaturgy</title>
		<link>http://www.lordkilgore.com/ensorcel-weapon-thursday-thaumaturgy</link>
		<comments>http://www.lordkilgore.com/ensorcel-weapon-thursday-thaumaturgy#comments</comments>
		<pubDate>Thu, 18 Mar 2010 13:42:47 +0000</pubDate>
		<dc:creator>Kilgore</dc:creator>
				<category><![CDATA[Thursday Thaumaturgy]]></category>

		<guid isPermaLink="false">http://www.lordkilgore.com/?p=1942</guid>
		<description><![CDATA[The three weird, misshapen figures approach slowly but pitilessly. &#8220;Wights!&#8221; Arthena warned. Mortigan, rummaging through his pouch for some spell components, glanced over at Locklar. &#8220;Um, why aren&#8217;t you getting ready?&#8221; he asked the warrior. Locklar glared at him. &#8220;Because with my sword still in the hands of the brigand king, I&#8217;ve only got this [...]]]></description>
			<content:encoded><![CDATA[<p><em>The three weird, misshapen figures approach slowly but pitilessly.</em></p>
<p><em>&#8220;Wights!&#8221; Arthena warned.</em></p>
<p><em>Mortigan, rummaging through his pouch for some spell components, glanced over at Locklar. &#8220;Um, why aren&#8217;t you getting ready?&#8221; he asked the warrior.</em></p>
<p><em>Locklar glared at him. &#8220;Because with my sword still in the hands of the brigand king, I&#8217;ve only got this stinking orc blade!&#8221; he answered. &#8220;You said we&#8217;d go get mine back </em>after<em> we rescued the duke&#8217;s daughter. I argued. You insisted. And now here we are, magician, facing wights. You know that enchanted weapons are needed to harm these undead.&#8221;</em></p>
<p><em>Locklar wanted to retort, but he knew now wasn&#8217;t the time. When there was a solid wall between the two of them would be the time, he decided. Preferably </em>two<em> solid walls. And a deep moat.</em></p>
<p><em>Arthena stepped over toward Locklar, a look of calm concentration on her face. The cleric reached out and touched the stained blade of the curved orcish weapon. It was clear that she was calling on the forces that gave her power. A soft glow surrounded the weapon for a moment, then faded.</em></p>
<p><em>&#8220;Go,&#8221; she said. &#8220;It will be effective for a short while.&#8221;</em></p>
<p><em>Locklar grinned and turned to face the approaching undead. &#8220;Who wants to play now, boys?&#8221;</em></p>
<blockquote class="white">
<h2>Ensorcel Weapon</h2>
<p>Spell Level: C2<br />
Range: Touch<br />
Duration: 1 turn</p>
<p>The mystical enchantment this spell places upon any non-magical weapon allows it affect undead which can only be struck by magical weapons. Missiles (arrows, darts, etc.) are affected singularly. It provides no bonuses or other effects.</p></blockquote>
<p><strong>UPDATE</strong>: I&#8217;m ashamed to admit that I&#8217;ve always had the wrong impression of the <em>Enchanted Weapon</em> spell in the advanced game. I thought it provided a +1.  I am adjusting this spell to affect only undead, which fits for a cleric and the lower level.</p>
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		<item>
		<title>Sorcerous Sling &#8211;Thursday Thaumaturgy</title>
		<link>http://www.lordkilgore.com/sorcerous-sling</link>
		<comments>http://www.lordkilgore.com/sorcerous-sling#comments</comments>
		<pubDate>Fri, 12 Mar 2010 15:54:25 +0000</pubDate>
		<dc:creator>Kilgore</dc:creator>
				<category><![CDATA[Thursday Thaumaturgy]]></category>

		<guid isPermaLink="false">http://www.lordkilgore.com/?p=1875</guid>
		<description><![CDATA[One day late: Sorcerous Sling Level: M1 Range: 100&#8242; Duration: 1 round per caster level The caster is able to fling one magical stone each round at a target. A normal to-hit roll (DEX missile adjustment applies) must be rolled. Each magical stone does 1d6 damage. If the caster suffers damage after the spell has [...]]]></description>
			<content:encoded><![CDATA[<p>One day late:</p>
<blockquote class="white"><h2>Sorcerous Sling</h2>
<p>Level: M1<br />
Range: 100&#8242;<br />
Duration: 1 round per caster level</p>
<p>The caster is able to fling one magical stone each round at a target. A normal to-hit roll (DEX missile adjustment applies) must be rolled. Each magical stone does 1d6 damage.</p>
<p>If the caster suffers damage after the spell has been cast but before it expires, he or she must roll a saving throw vs. spells to avoid losing the remaining duration.</p></blockquote>
<p>Shorter range than a magic missile and requires a to-hit roll, but the multiple shots make up for that. A simple alternative.</p>
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		<title>Muster The Birds &#8211;Thursday Thaumaturgy</title>
		<link>http://www.lordkilgore.com/muster-the-birds</link>
		<comments>http://www.lordkilgore.com/muster-the-birds#comments</comments>
		<pubDate>Thu, 18 Feb 2010 18:57:04 +0000</pubDate>
		<dc:creator>Kilgore</dc:creator>
				<category><![CDATA[Thursday Thaumaturgy]]></category>

		<guid isPermaLink="false">http://www.lordkilgore.com/?p=1714</guid>
		<description><![CDATA[Fisherman in Diner Hell, maybe we&#8217;re all getting a little carried away with this. Admittedly a few birds did act strange, but that&#8217;s no reason to&#8230; Melanie Daniels I keep telling you, this isn&#8217;t &#8216;a few birds&#8217;! These are gulls, crows, swifts&#8230;! Mrs. Bundy, Elderly Ornithologist I have never known birds of different species to [...]]]></description>
			<content:encoded><![CDATA[<p><em><strong>Fisherman in Diner</strong><br />
Hell, maybe we&#8217;re all getting a little carried away with this. Admittedly a few birds did act strange, but that&#8217;s no reason to&#8230;</em></p>
<p><em><strong>Melanie Daniels</strong><br />
I keep telling you, this isn&#8217;t &#8216;a few birds&#8217;! These are gulls, crows, swifts&#8230;!</em></p>
<p><em><strong>Mrs. Bundy, Elderly Ornithologist</strong><br />
I have never known birds of different species to flock together. The very concept is unimaginable. Why, if that happened, we wouldn&#8217;t stand a chance! How could we possibly hope to fight them?</em></p>
<p style="text-align: right;">&#8211;From Alfred Hitchcock&#8217;s THE BIRDS (1963)</p>
<blockquote class="white"><h2>Muster the Birds</h2>
<p>Level: D5, M6<br />
Range: 1 mile per caster level<br />
Duration: 25 hours (but see below)</p>
<p>The caster gathers a huge flock of <a href="http://www.lordkilgore.com/the-birds-monday-monster">The Birds</a> and can control them mentally until the spell expires. The Birds can be mustered anywhere within the spell&#8217;s range and can be commanded while within that range. They can be sent beyond the spell&#8217;s range but cannot be given additional commands if the caster is not within that range.</p>
<p>The flock takes 1d6 hours to form. This time counts against the spell&#8217;s duration. If within command range, the caster may dispel the flock at any time after it has gathered, though this is subject to the spell aftermath (see below). Casting another muster the birds spell while a previous casting is still in effect can extend the initial casting another 25 hours even if the flock is beyond command range, though no new instructions may be issued. A save vs. spells is required to maintain control in this manner, with each subsequent attempt getting a cumulative -1 modifier.</p>
<p>Roll 1d20 to determine the size of the flock mustered. Druids add +1 per level over 9 and magic-users add +1 per level over 11. 1-10: Small, 11-15: Medium, 16-19: Large, 20-23: Huge, 24-29: Gargantuan, 30+: Hitchcockian.</p>
<p><strong>Aftermath</strong>: When the spell ends, roll d100 to determine the flock&#8217;s actions: 1-50: Flock disperses, 51-75: Flock continues following last instruction, 76-99: Flock wanders in random direction and attacks anything that moves, 00: Flock seeks out caster and attacks. Roll once every six hours until either &#8216;flock disperses&#8217; or &#8216;flock seeks out caster&#8217; results.</p>
<p><strong>Usurp Flock</strong>: A caster may attempt to take control of a previously-mustered flock of The Birds using this spell. If uncontrolled or outside the range of the original caster, the new casting has a 50% chance of success, with one extra percentage point per point of intelligence and wisdom. If controlled and within range of the original caster, the chance of success is 50% minus one percentage per point of the original caster&#8217;s intelligence and wisdom. Flocks successfully taken serve the new master as if mustered normally.</p></blockquote>
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		<title>Rope Shot &#8211;Thursday Thaumaturgy</title>
		<link>http://www.lordkilgore.com/rope-shot</link>
		<comments>http://www.lordkilgore.com/rope-shot#comments</comments>
		<pubDate>Thu, 11 Feb 2010 14:59:05 +0000</pubDate>
		<dc:creator>Kilgore</dc:creator>
				<category><![CDATA[Thursday Thaumaturgy]]></category>

		<guid isPermaLink="false">http://www.lordkilgore.com/?p=1601</guid>
		<description><![CDATA[&#8220;How did they get up that?&#8221; Locklar asked, pointing at the wall. It was at least fifty feet high and smooth as cut marble. &#8220;I don&#8217;t know,&#8221; Arthena said. &#8220;Maybe they used that rope?&#8221; Emma laughed. &#8220;You think?&#8221; Locklar looked at the rope coiled on the ground. It was cut at one end. &#8220;I know [...]]]></description>
			<content:encoded><![CDATA[<p><em>&#8220;How did they get up that?&#8221; Locklar asked, pointing at the wall. It was at least fifty feet high and smooth as cut marble.</p>
<p>&#8220;I don&#8217;t know,&#8221; Arthena said. &#8220;Maybe they used that rope?&#8221;</p>
<p>Emma laughed. &#8220;You think?&#8221;</p>
<p>Locklar looked at the rope coiled on the ground. It was cut at one end. &#8220;I know they used the rope,&#8221; he said. &#8220;And they cut it after they reached the top. But how did they get it fastened at the top in the first place?&#8221;</p>
<p>Arthena and Emma looked at each other and shrugged.</p>
<p>&#8220;Okay,&#8221; Emma said, &#8220;you&#8217;ve got us there.&#8221;</em></p>
<blockquote class="white"><h2>Rope Shot</h2>
<p>Level: M1, C2, D1<br />
Range: 20&#8242; plus 10&#8242; per caster level<br />
Duration: 1 turn per caster level</p>
<p>The caster causes a length of rope to shoot from his or her outstretched hand. It will tie its leading end securely to anything within range and sight of the caster. GMs may allow a chance for successful &#8220;blind shots&#8221; into darkness or at invisible objects. It cannot be used to tie up an individual, though it can tie itself <em>to</em> people or creatures.</p>
<p>Regardless of length, the rope can support the weight of three normal-sized human beings. It burns and can be cut as normal rope. When the spell&#8217;s duration expires, the rope evaporates. It begins to shimmer one minute before it disappears, giving a warning to those who might be hanging from it.</p></blockquote>
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		<title>Talons of Cheng-Wiang &#8211;Thursday Thaumaturgy</title>
		<link>http://www.lordkilgore.com/talons-of-cheng-wiang-thursday-thaumaturgy</link>
		<comments>http://www.lordkilgore.com/talons-of-cheng-wiang-thursday-thaumaturgy#comments</comments>
		<pubDate>Thu, 04 Feb 2010 15:59:00 +0000</pubDate>
		<dc:creator>Kilgore</dc:creator>
				<category><![CDATA[Thursday Thaumaturgy]]></category>

		<guid isPermaLink="false">http://www.lordkilgore.com/?p=1514</guid>
		<description><![CDATA[Locklar unsheathed a dagger. &#8220;I don&#8217;t care if that little magician did come from across the sea,&#8221; he muttered. &#8220;He&#8217;s going down.&#8221; With a yell, he charged the diminutive man in the silk robes and pointed slippers. The frail man, his narrow eyes focused on the warrior, made a slight gesture with his right hand [...]]]></description>
			<content:encoded><![CDATA[<p><em>Locklar unsheathed a dagger. &#8220;I don&#8217;t care if that little magician did come from across the sea,&#8221; he muttered. &#8220;He&#8217;s going down.&#8221;</em></p>
<p><em>With a yell, he charged the diminutive man in the silk robes and pointed slippers.</em></p>
<p><em>The frail man, his narrow eyes focused on the warrior, made a slight gesture with his right hand and Locklar grunted in pain as something invisible scratched at him savagely. Ignoring it, Locklar continued his assault.</em></p>
<p><em>But when another unseen claw struck him, and then another and another, he thought better of it.</em></p>
<p><em>&#8220;Okay,&#8221; he groaned, hoping that the dark-haired barmaid who had been smiling at him earlier wasn&#8217;t watching, &#8220;maybe I&#8217;ll just leave him alone for now.&#8221;</em></p>
<p><em>The man gave him a slight bow, then turned back to his wine.</em></p>
<blockquote class="white"><h2>Talons of Cheng-Wiang</h2>
<p>Spell Level: M1<br />
Duration: Special<br />
Range: 50&#8242;</p>
<p>This spell causes an invisible claw to strike at an opponent, causing 1d4 points of damage if a successful to-hit roll is made (rolled as a normal melee attack.) It can attack once per combat round, striking any single target within sight of the caster and range of the spell.</p>
<p>If the attack hits, the spell continues for an additional round. If it misses, the spell caster may roll a save vs. spells to keep it in effect. If a &#8217;1&#8242; is rolled for the save, however, the caster suffers 1d4 points of damage plus one additional point per level above first.</p></blockquote>
<p>Personally, I&#8217;d allow casters to keep the <em>talons of Cheng-Wiang</em> active even after the combat ends as long as they keep rolling successful saving throws. This spell can pump up the combat power of a low level mage, but it comes with a serious risk.</p>
<p>I would NOT allow fake &#8220;attacks&#8221; against whatever is handy (walls, trees, etc.) in an attempt to avoid needing to roll a saving throw, though.</p>
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		<title>Fiery Mantle &#8211;Thursday Thaumaturgy</title>
		<link>http://www.lordkilgore.com/fiery-mantle-thursday-thaumaturgy</link>
		<comments>http://www.lordkilgore.com/fiery-mantle-thursday-thaumaturgy#comments</comments>
		<pubDate>Thu, 03 Sep 2009 17:03:41 +0000</pubDate>
		<dc:creator>Kilgore</dc:creator>
				<category><![CDATA[Thursday Thaumaturgy]]></category>

		<guid isPermaLink="false">http://www.lordkilgore.com/?p=1341</guid>
		<description><![CDATA[The assassin pulled a wicked-looking curved dagger from his belt, leering menacingly at Delsa. &#8220;Come here, sweetie,&#8221; he said. &#8220;Nowhere to run, is there?&#8221; Delsa tried the other door, but it was locked. Turning back, she saw the assassin was taking his time. Toying with her. &#8220;Easiest ten gold I ever earned,&#8221; he said. &#8220;Maybe [...]]]></description>
			<content:encoded><![CDATA[<p><em>The assassin pulled a wicked-looking curved dagger from his belt, leering menacingly at Delsa. &#8220;Come here, sweetie,&#8221; he said. &#8220;Nowhere to run, is there?&#8221;</p>
<p>Delsa tried the other door, but it was locked. Turning back, she saw the assassin was taking his time. Toying with her.</p>
<p>&#8220;Easiest ten gold I ever earned,&#8221; he said. &#8220;Maybe a little fun before the end?&#8221;</p>
<p>Delsa pulled her own dagger. It was small and plain compared to that of the approaching man. He glanced at it and laughed.</p>
<p>Delsa muttered a few words of sorcery. The man cocked his head, trying to understand, but he jumped back when she was suddenly cloaked in bright burning flames. She and her possessions were unharmed, but the heat from the fire was intense.</p>
<p>&#8220;You didn&#8217;t demand enough gold for this job,&#8221; Delsa said&#8230;</em></p>
<blockquote class="white"><h2>Fiery Mantle</h2>
<p>Spell Level: M2<br />
Range: 0<br />
Duration: 1 minute per level</p>
<p>This spell surrounds the caster with a cloak of flame, granting a -2 bonus to armor class. Additionally, any melee attacks against caster with weapons shorter than a spear, whether they hit or not, require the attacker to save vs. spells or suffer 1d4 hit points of damage. </p>
<p>The caster, his clothing, and his possessions are unaffected in any way, but the flames are otherwise normal, radiating intense heat and likely to light other objects on fire.</p></blockquote>
<p>Game masters should keep in mind that the <em>fiery mantle</em> will affect friends as well as foes. And casting it in a place like a hay loft or wooden building is probably unwise.</p>
<p>Another possible effect of the spell would be to grant immunity to heat- or fire-based attacks, the main benefit of which would probably be that the caster would be unharmed by fires his or her <em>fiery mantle</em> started around him or her.</p>
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