Conditions Many of the illusionist’s spells inflict disadvantages, known as conditions, on the victims in lieu of doing hit point damage. The official Swords & Wizardry rules explicitly do not specify the exact penalties different conditions inflict. S&W is, after all, a game of imagination, improvisation and creativity. The Referee is encouraged to use her judgment and discretion for the exact effects of various spells. What follows is a list of possible penalties for various conditions. These can be used in part or in whole, as a matter of course or as a base from which the spell’s effects may deviate based on the caster’s success, the phase of the moon, or the purity of his spell components. Befuddled: A befuddled creature is momentarily perplexed and takes a -2 penalty to its attack rolls and saving throws. Befuddlement typically lasts 1 round. Blinded: A blinded creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a -4 penalty on its attack rolls. Blind creatures must make a saving throw to move faster than half speed, and fall prone if they fail. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Confused: A confused creature is mentally disoriented and cannot act normally. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight. Cowering: The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any). Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. Dazzled: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls. Deafened: A deafened character cannot hear. He has a 20% chance of spell failure when casting. If individual initiative is used, the character has a penalty (-1 on a d6; -2 on a d10; -4 on a d20). Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them. Distracted: A distracted creature has difficulty paying attention to what they are doing at the moment. Distracted creatures take a -2 penalty to their Armor Class and attack rolls, and must make a successful saving throw to cast a spell or attack that round. If skills are used, distracted creatures take a penalty to skill checks (-1 on a d6; -2 on a d20). Exhausted: An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. Fascinated: A fascinated creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. If skills are used, fascinated creatures take a penalty to skill checks (-1 on a d6; -4 on a d20) made as reactions. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, and checks (if used). A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. A frightened creature has a 60% chance to drop whatever they are holding. Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. Panicked: A panicked creature drops anything it holds and flees at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws (and checks, if used) A panicked creature cowers and does not attack if cornered. Panicked is a more extreme state of fear than shaken or frightened. Paralyzed: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. Shaken: A shaken character takes a –1 penalty on attack rolls and saving throws (and checks, if used). Shaken is a less severe state of fear than frightened or panicked. Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, and checks if used. Stunned: A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Unbalanced: An unbalanced creature suffers a -2 penalty on attack rolls, takes a -1 penalty to AC, and moves at half speed. Monsters of Illusion Fungi, Psyche HD 4 AC 4 [15] Atks 4 tentacles (1d6+poison) Move 4 (Fly 18) Save 13 CL/XP 6/400 Special Hallucinatory poison, spell abilities, all-around vision, low-light vision, plant. Psyche fungi are intelligent plants that stun and kill creatures for sustenance. They resemble violet fungi, with a mushroom-like stalk and cap, four tentacles anchored just below the brim, and a mass of crawling tendrils at their base. The surface of their cap are prismatic, and swirls of color continually drift across their cap. They see through light-detecting eyespots around their brim. Psyche fungi do not breath or have mouths, and cannot speak. They communicate with one another through air-borne spores and patterns of light. Psyche fungi travel slowly through the underground, killing whatever they encounter for nourishment. Occasionally, several psyche fungi band together to take on larger prey. If they find a good site with regular victims, they establish a “killing garden”, using the creatures they kill to grow shriekers, violet fungi, and other deadly plants. Psyche fungi ambush their prey with color spray and hypnotic pattern (which they use at will), then move in to attack with their tentacles. They attack creatures that are moving in preference to those that are still or stiff. They cannot be surprised or backstabbed thanks to their many eyespots, and their fungal metabolism makes them immune to poison, paralysis, and mental effects. The tentacles of a psyche fungi exude a paralytic poison. Anyone taking damage from a tentacle must succeed on a saving throw or be paralyzed for 1d4 rounds. Imago Creature (Template) Stats See below Not all illusions expire when the spell that created them runs out. Imago creatures are the remnants of powerful illusions, such as alter reality and the like, that have taken on a life of their own. The nature of imagos means that almost all of those that survive are intelligent creatures. They are aware of their existence as illusions, and take extreme measures to hide their condition from “real” people. The reality of their state forms a common bond between imagos that transcends their imitated nature: an imago orc and an imago elf consider themselves members of the same “species”, as it were, rather than “elf” and “orc”. In the rare case that a number of imagos survives a spell, they usually band together and settle in an isolated area to avoid detection. Imagos remain as they were created, and do not age, although they can accumulate knowledge and experience (but do not advance in class levels or other skills). Imagos of individuals know common information about whomever they appear as, and have only a 25% chance of being able to remember more detailed or secret information. An imagos greatest weakness is their illusionary nature. They have the abilities and statistics of whomever or whatever they were created as, except that they have Hit Dice equal to the level of their creator. Their attack bonus, save, and Challenge Level remain unchanged. They deal illusory, not real, damage with their attacks, and targets of an attack get a saving throw to detect their illusory nature. The persistence of an imago depends on the belief that the imago is real. Every time a creature successfully disbelieves an imago, they lose a Hit Die. When their Hit Dice drop to 0, the imago fades away permanently. No known magic, with the possible exception of a wish, can restore an imago that has faded away. Casual interaction with an imago does not grant a saving throw, but prolonged interaction might, at the Referee’s discretion. This weakness to disbelief is what drives imagos to isolation and pacifism, and what swiftly kills less intelligent imagos. An imago can be reduced to zero hit points (but not Hit Dice) and appear to die, but will reform, fully healed, 24 hours later. An imago that loses Hit Dice can only regain them by being reassured of their reality by “real” creatures. This is a prolonged process, and the imago regains one Hit Die per day. Piscidine HD 6 AC 4 [15] Atks 1 bite (2d6) and 2 tentacles (1d4+poison); Move 1 (Fly 18) [30’ (Fly 50’)] Save 11 CL/XP 9/1,100 Special Hallucinatory poison, magic resistance. This bizarre creature looks like a giant orange goldfish the size of a horse. Its fins wave gently as it swims through the air, and rainbow-colored threads of light trail from its gills. Two long tentacles hang from its mouth. Piscidine trawl through caverns and dungeons looking for food. Their tentacles cause vivid psychedelic hallucinations (treat as a confusion spell), and the piscidine slowly eat their prey as it stands dazed and baffled. Piscidine quietly follow prey that show an initial resistance to the hallucinations, waiting for their endurance to flag. They generally avoid combat, preferring quiet, peaceful meals. Piscidine are 50% resistant to magic. Secrets of the Shadowend: The Basic Illusionist, Copyright 2013, Nathan Irving 40 Alchemical Items Copyright 2005, Adamant Entertainment; Authors Steve Honeywell. Aasimar & Tiefling: A Guidebook to the Planetouched, Copyright 2004, Green Ronin Publishing; Author Robert J. Schwalb. Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett. Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc. Advanced Player’s Manual Copyright 2005, Green Ronin Publishing; Author Skip Williams. Advanced Race Codex, Copyright 2005, Green Ronin Publishing; Author Robert J. Schwalb, et al. Advanced Race Codex: Elves, Copyright 2006, Green Ronin Publishing; Authors Chris Thomasson, Jesse Decker, and Robert J. Schwalb Advanced Race Codex: Gnomes, Copyright 2006, Green Ronin Publishing; Authors Seth Johnson and Robert J. Schwalb Advanced Race Codex: Half-Elves, Copyright 2006, Green Ronin Publishing; Author Robert J. Schwalb Advanced Race Codex: Half-Orcs, Copyright 2007, Green Ronin Publishing; Author Robert J. Schwalb Dragons, Copyright 2001, Alderac Entertainment Group. Druids & Druidism, Copyright 2003, Bastion Press, Inc. Dry Lands, Empire of the Dragon Sands, Copyright 2003, Mystic Eye Games Dungeons, Copyright 2000, Alderac Entertainment Group. E.N. Armoury Shields, Copyright 2004, E.N. Publishing Eldritch Sorcery © 2005, Necromancer Games, Inc.; Authors Patrick Lawinger, Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt, Casey W. Christofferson, Bill Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, Greg Ragland, Gary Schotter, Joe Walmsley, and Bill Webb. World Players Journal, Issue 4, Copyright 2003, EN World Encyclopedia of Demons II and all related Product Identity trademarks are Copyright 2002, Fast Forward Entertainment, Inc. Evil, Copyright 2001, Alderac Entertainment Group. Fading Suns d20 Copyright 2001, Holistic Design Inc. Fang & Fury: A Guidebook to Vampires, Copyright 2003, Green Ronin Publishing; Author Jim Bishop. Fantasy Player’s Companion: Evokers – Weavers of Destruction copyright © 2004 Patrick Younts, published by Ronin Arts – . Freeport: City of Adventure Copyright 2003, Green Ronin Press Freeport: The City of Adventure, Copyright 2002, Green Ronin Publishing; Authors Chris Pramas and Matt Forbeck. Hammer & Helm: A Guidebook to Dwarves, Copyright 2002, Green Ronin Publishing ; Author Jesse Decker. Heroes of High Favor: Half-Orcs Copyright 2002, Benjamin R. Durbin; published by Bad Axe Games, LLC. Ink & Quill Copyright 2002, Bastion Press, Inc. Into the Green Copyright 2003, Bastion Press, Inc. Jade Dragons and Hungry Ghosts, Copyright 2001, Green Ronin Publishing; Authors Wolfgang Baur, David “Zeb” Cook, Erik Mona, Leon Phillips, Chris Pramas, and Steven E. Schend. Labyrinth Lord TM Copyright 2007, Daniel Proctor. Author Daniel Proctor. Land of Nod, Copyright 2010, John M. Stater; Author John M. Stater Legacy of the Serpent is copyright © 2005 Adam Windsor. Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas. Librum Equitis Vol 1, Copyright 2002, Ambient, Inc. Lost Books 1: Tome of Black Ice , copyright © 2005 Peter M. Ball. Lost Books 10: Butterboar’s Book of Spellbrews, copyright © 2005 Peter M. Ball. Lost Books 11: The Cannibal Tome is © 2005 Peter M. Ball Lost Books 12: The Bloodmoon Tome is © 2005 Peter M. Ball Lost Books 13: Light in the Trollmist, copyright © 2006 Peter M. Ball. Lost Books 14: Mark of Light, copyright © 2006 David Sanders. Lost Books 15: Book of the Black Tongue, copyright © 2006 Peter M Ball. Lost Books 16: Codex of Sylvan Warfare, copyright © 2006 David Sanders. Lost Books 2: The Red Fist, copyright © 2005 Peter M. Ball. Lost Books 3: The Log of the Gray Swan, copyright © 2005 Peter M. Ball. Lost Books 6: Raison d’Etra © 2005 David Sanders Lost Books 8: Wayryth’s Lexicon of Walls is copyright © 2005 David Sanders. Lost Books 9: The Longstrider’s Journal, copyright © 2005 Peter M. Ball. Magic © 2002, Alderac Entertainment Group. Magic of Rokugan © 2002, Alderac Entertainment Group. Masterwork Characters: Legacy of the Troll War is copyright © 2006 Adam Windsor. Masterwork Characters: Secrets of the Squirrel © 2005, Peter M. Ball Masterwork Monsters: Kobold Feats and Mutants © 2005, Peter M. Ball Mercenaries, © 2002, Alderac Entertainment Group; Authors Noah Dudley, Andrew Getting, Travis Heermann, Jeff Ibach, Mike Leader, Mike Mearls, jim pinto, Eric Steiger, John Baxter Stringfellow, and Douglas Sun. Minions: Fearsome Foes, Copyright 2001, Bastion Press Modern System Reference Document, Copyright 2000–2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, JD Wiker, Chris Perkins, and Rodney Thompson, based on material by Jonathon Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkinson, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Monster Compendium: 0e, Copyright 2008, Matthew J. Finch Monster, Copyright 2002, Alderac Entertainment Group. Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved. Monte Cook’s Arcana Unearthed DM’s Screen and Players Guide Copyright 2003 Monte J. Cook Monte Cooks Arcana Evolved Copyright 2005 Monte J. Cook. All rights reserved. Mutants &Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. NOD #5, Copyright 2010, John M. Stater. Author: John M. Stater. Oathbound: Arena, Copyright 2004, Bastion Press Oathbound: Domains of the Forge, Copyright 2002, Bastion Press Oathbound: Mysteries of Arena, Copyright 2004, Bastion Press Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press Open game content from Encyclopaedia Arcane Conjuration copyright 2003, Mongoose Publishing. Open game content from Encyclopaedia Arcane Enchantment copyright 2002, Mongoose Publishing. Open game content from Monster Encyclopaedia Volume 1 copyright 2004, Mongoose Publishing Ltd. Open game content from Monster Encyclopaedia Volume II Dark Bestiary copyright 2005, Mongoose Publishing Ltd. Original Spell Name Compendium Copyright 2002 Necromancer Games, Inc; based on spells from the Players Handbook that were renamed in the System Reference Document, found on the legal page of OSRIC copyright 2006-08 by Stuart Marshall, adapting material prepared by Matthew J. Finch, based on the System Reference Document, inspired by the works of E. Gary Gygax, Dave Arneson, and many others. Out of the Deep is copyright © 2005 Adam Windsor. Path of Faith Copyright 2002, Fantasy Flight Publishing, Inc. Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing; Author Matthew Sernett. Rats in the Walls is copyright © 2005 Adam Windsor. Relics and Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc. Relics and Rituals Copyright 2001, Clark Peterson Requiem for a God © 2002, Monte J. Cook. Rise of the Ghouls is copyright © 2005 Adam Windsor. Road to Sounal Tar, Divine Forces, and Empire of Elaan Copyright 2003 Steve Miller Rokugan Copyright 2001, Alderac Entertainment Group School of Illusion Copyright 2003, Fantasy Flight Publishing, Inc. Seafarer’s Handbook Copyright 2002, Fantasy Flight Games Shaman’s Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Skreyn’s Register: The Bonds of Magic© 2002, Sean K. Reynolds Skull & Bones, Copyright 2003, Green Ronin Publishing; Authors Ian Sturrock, T.S. Luikart, and Gareth-Michael Skarka. Spells & Spellcraft © 2002 Fantasy Flight Inc. Spycraft Copyright 2002 Alderac Entertainment Group Strange Lands: Lost Tribes of the Scarred Lands Copyright 2004, White Wolf Publishing, Inc. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Testament: Roleplaying in the Biblical Era, Copyright 2003, Green Ronin Publishing; Author Scott Bennie. The Arcane Academy Presents: Spellbound, the Enchanters Handbook, Copyright 2005, Owen K.C. Stephens The Avatar’s Handbook, Copyright 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Tomasson The Black Company Campaign Setting, Copyright 2004, Green Ronin Publishing; Authors Robert J. Schwalb and Owen K.C. Stephens. The Book of Eldritch Might Copyright 2001-3 Monte J. Cook. All rights reserved The Book of Eldritch Might II: Songs and Souls of Power Copyright 2002-3 Monte J. Cook. All rights reserved The Book of Eldritch Might III: The Nexus Copyright 2003 Monte J. Cook. All rights reserved The Book of Fiends, Copyright 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb. The Book of the Righteous, Copyright 2003, Green Ronin Publishing The Cavalier’s Handbook, Copyright 2004, Green Ronin Publishing; Author Robert J. Schwalb. The Complete Book of Eldritch Might © 2004, Monte J. Cook. The Diamond Throne Copyright 2003 Monte J. Cook The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc. The Heart of the White Star © 2005 Peter M. Ball. The Judge Dredd Roleplaying Game Copyright 2002 Rebellion A/S The Noble’s Handbook, Copyright 2003, Green Ronin Publishing; Author Rodney Thompson. The Psychic ’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson. The Quintessential Rogue Copyright 2002, Mongoose Publishing The Road to Sounal Tar, Copyright 2002, Steve Miller The Tome of Mad Gods © 2005 Peter M. Ball. The Trojan War, Copyright 2004, Green Ronin Publishing; Author Aaron Rosenberg. The Unholy Warrior’s Handbook, Copyright 2003, Green Ronin Publishing, Author Robert J. Schwalb. The Village of Briarton, Copyright 2003, Gold Rush Games; Authors Patrick Sweeney and Christina Stile; Editing & Additional Material by Spike Y Jones. The Witches’ Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook. Tome of Horrors III Copyright 2005, Necromancer Games, Inc.; Author Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb. Tournaments, Fairs and Taverns, Copyright 2003, Natural 20 Press Tournaments, Fairs and Taverns: Let the Games Begin, Copyright 2003, Mystic Eye Games Troll Races and Champions is copyright © 2005 Adam Windsor. True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson. Ultramodern Firearms, Copyright 2002, Green Ronin Publishing Uncommon Character, Copyright 2003, Trident Inc., d/b/a Atlas Games. Undead, Copyright 2001, Alderac Entertainment Group. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. War, Copyright 2002, Alderac Entertainment Group. Waysides: Book of Taverns, Copyright 2003, Eden Studios, Inc. Weird Wars, and Land of the Rising Sun Copyright 2002, Pinnacle Entertainment Group Weird Wars, Weird War Two, and the Sapphire Copyright 2003, Pinnacle Entertainment Group Wilds, Copyright 2003, Alderac Entertainment Group Wildwood, Copyright 2004, Bastion Press, Inc. Wrath & Rage: A Guidebook to Orcs & Half-Orcs, Copyright 2002, Green Ronin Publishing; Author Jim Bishop. Guidelines for the Referee Illusions are magical effects similar to real-world holograms, mirages, delusions, hallucinations, and the like, but ultimately, they are magic. Illusions should be treated as realistic unless otherwise intended. They do not need to be micro-managed anymore than the magic-user needs to declare the temperature of his fireball. Disbelief is another word for saving throw. If an illusion already grants a saving throw, the targets should not get a free chance to disbelieve as well as a save. If the illusion does not allow a saving throw, ditto. If a opportunity to disbelieve does arise, it should probably take a round of action to do properly. Combat is fast and frantic. The dragon you stop to study is probably real. Also, dungeons are very dark. Decide ahead of time what happens when an illusion is disbelieved. Even if the orcs know it’s an illusion, that doesn’t mean it’s invisible to them. We’re not fooled by holograms or 3-D tv, but we can still see it. And just try unseeing the two-faces/candlestick illusion once you’ve seen it. There were a number of articles in a prominent, and now online-only, RPG magazine about adjudicating illusions, determining saving throw bonuses, and how high intelligence, wisdom, or charisma affects that. Ignore them and anything like them. Inventing complicated subsystems and extensive rules just for one type of magic goes against the minimalist, improvisational nature of OSR gaming. And it’s a buzz-kill. Give players the benefit of the doubt, but don’t be a pushover. Be challenging, not adversarial. Guidelines for the Player: Don’t goad the Referee. It won’t end well. Subtlety,) not brute force. That ancient red dragon? More like an ancient red flag. Or red herring. Not to get all modern and twenty-first century on you, but illusionists are controllers, not strikers. Don’t go for the big boom; manipulate your foes, line them up, and let traps, tactics, and the guy with all the armor knock ‘em down. Keep moving, at least tactically. Don’t repeat an illusion. Come up with a variety of effects in your down time. An illusory pit creates real headaches. At low levels you’re just going to get one of those weird perspective street paintings, or the glass floor effect. If you have to do the pit, you might as well throw some snakes into it. Give them a reason to avoid it, not test it. Have fun. Playing an illusionist is a license to make up whatever you want, and watch the Referee have to deal with it. When in doubt, go big and go bold. Maybe no one will believe the ancient red dragon, but with that yellow polka-dot bikini and the hair extensions, no one is going to be able to look away, either. |
Swords and Wizardry SRD > images >