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Posted

Minimum class level for use of specific spell levels.

class levels
             1 st 2nd 3rd 4th  5th  6th  7th  8th    9th
Cleric       1 st 3rd 5th 7th  9th 11th 16th   –      -
Druid        1 st 2nd 3rd 6th  9th 11th 12th   –      -
M-U          1 st 3rd 5th 7th  9th 12th 14th 16th   18th
Illusionist  1 st 3rd 5th 8th 10th 12th 14th   –      -

Druid Mistletoe
                    spell range      duration     AOE
greater mistletoe    100%              100%       100%
lesser mistletoe     100%               75%       100%
borrowed misltetoe    75%               50%       100%
holly                 75%               50%        75%
oak leaves            50%               50%        50%

Greater mistletoe: harvested on Midsummer’s eve
lesser mistletoe: not on Midsummer’s eve, or harvested by hand
borrowed: not personally harvested ( also purchased)
holly and oak leaves must be gathered by the druid, but can be done so by any method.




Author

Posted

Some of these I found in early White Dwarf magazines and modified. Others I made up.

  1. Aaron’s Rod

    Cleric 2: touch ; 5 turns + 1 turn/level; 1 rope or cord; VSM ; 9 segments, Negate. This spell causes a rope to be stiff and inflexible. The caster’s level affects the toughness. First through 10th level the rope is as tough as wood. 11th thru 15th as tough as stone. The weight doesn’t change.

    It can be used as a weapon. Same to hit and damage as a footman’s flail. Can be used as a staff or climbed. Captives bound with it will be unable to free themselves. The caster can cancel before expiration. Materials are Holy Symbol, rope or cord, and Holy Water.



  2. Tanglefoot

    Cleric 2 or Druid 1: Range: 1” / level of caster. 3 rounds + 1 round/level; 1 creature/level; VSM; 1 round; negates effects. All effected can move no faster than a 3” rate. Moving faster will cause a fall. A attacks to hit victim are at +3. Effects wings and legs only. Materials are a Holy Symbol if a cleric, a small ball of wool tangled by a kitten, and 3 dead spiders.



  3. Locate self

    Druid 1: self; 2 segments; self; VSM; 1 segment; none. Caster will know dirction of magnetic north and the approximate distance above or below sea level. Material is mistletoe.



  4. Rust

    Druid 3 and Magic-User 3; touch; permanent; one creature; VS; 3 segments; none or negate. Affects metal like a rust monster. Must make to hit rll and touch with bare hand. Magic Items save at +2 for every plus of the item. Non-magic items get no save. Doesn’t effect relics nor artifacts.



  5. Air Mirror

    Magic-User 2 and Illusionist 1: 2” + 1”/level; 1 round/level; one inch circle/level; VSM; 3 sewgments; none. Forms a circular mirror that allows the caster to look around corners, up or down stairs, etc. A 5th level caster can make a 5 inch in diameter circle, etc. Any creature in the line of sight on the other end can see the caster. Range is frm the caster, to the mirror, then around the corner. Material is a resuable small silver mirror, it is used to manipulate the air-mirror.



  6. Amaze

    Magic-User 2 and Illusionist 1: all within earshot; 1/2 turn/level; passersby; VS; 1 segment; none. Beguils passersby into believing the caster is a street magician performing stage magic tricks. Anyone of less level than the caster believes the illusion. If cast in a market place, etc. the caster wil lget form 1d10 gp per level of the caster as a reward for the entertainment.



  7. Frost Fingers

    Magic-User 1 and Illusionist 1: range: zero; 3’ long magical frost fomr the caster’s fingertips ( thumbs touch and frost in a 120 degree arc.); VS; 1 segment; none or yes. All fluids will freeze solid, when hit by this frost. Creatures take 2 hp/level of caster in damage. Potions must save vs. magic or become useless when they thaw. All other items must save vs. magic or be damaged.



  8. Flash

    Magic-User 2 and Illusionist 3: 4”; instantaneous; 1/2” radius; VSM; 1 segment; 1/2 damage. A small ball of flame for 2d6/ 3 levels of the caster. Save vs. magic of be blinded for 2d4 rounds. Material are bat guano and sulfur in a small ball.



  9. Draw

    M-U 2: 6”; 4 rounds; 1 pocket or similar; SM; 9 segments; none. Limited levitation and telekinesis spell. Caster points at a pocket they desire to affect. Casts spell. One item at a time will leave the pocket, random item. The item moves at 10 feet per 3 segments. A pouch, pack, or sack may also be affected. Caster can be detected same as a same level thief picking pockets. Weight limit is 18 gp, or 1.8 pounds. Material is item drawn.



  10. Nezabar’s Olfactory Delight

    M-U 2: 6” + 1”/level; permanent; 3” radius sphere; VSM; 4 segments; save depends on level of victim. Creates an invisible globe of aromatic gases please to all humans, humanoids, and demi-humans. Creatures 4 HD, or levels, or less get no save. Those with 4+ HD, or levels, must save vs. magic. If save is made, the smell wil lgo to the ground. This allows the creature to walk out of the area of effect. Will negate affects of any non-magic aroma. Material is a few rose petals or spearmint leaves.



  11. Fire Resistance

    M-U 4: touch; 1 turn/level; ceature touched; VSM; 3 segments; none. Recipient is immune to normal fires.Very hot fires, up to 24hp damage causes 1 hp per segment maximum. Ten hp per round. Exceptionally hot fires, 25+ hp initial damage, gets +4 to save and all damage dice are -2hp/round in the area. But not less than 1 hp/die. Material is a pinch of sulfur. Very hot fires are molten lava, demon immolation, hell hound breath, and wall of fire. Exceptionally hot fires are red dragon breath, pyrohydra breath, a fireball, and a flame strike. These are examples.



  12. Acid Rain

    M-U 5: 5” + 1”/level; 1 round/level; 3” radious circle; VSM; 5 segments; none. Mist of falling acid droplets. Creaures take 1d4 + 2hp/round. Vicims are also at -2 t hit others because of eye irritant, pain, and skin irritation. Dissolves wood and metal like a black pudding. Will eat solid rock at 1/4” / round. Materials are a drop of water and a drop of hydrochloric acid.



  13. Masochistic Fit

    M-U 6: 1”/level; 2 riunds or 2 rounds when triggered; 2” radius, 1” high; VS; 6 segments; negate ( save at +4). A victim must save vs. spells or fell urge to injure themselves with the nearest weapon. If leave the area of effect, gets +4 to save vs. magic again. Any entering area of effect before it expires must also save. Cleric 6 spell Heal and Dispel Magic will negate before it expires.






Author

Posted

Teslarc; no capital; various city-states.

The Lord High Mayor's Own Knights are headquartered at the Burlan city-state, capital of Emeraldfirth.
  accept: any cavalier
  probation: until reach third level.
  tithe: 3%
  device: a blue rose on a green shield.
  alignment: LG, NG, CG
  Code of chivalry addition: Kill Evil !



Author

Posted

Non-player characters, all characters not run by players, are the rest of the game population.

Most players I ran games for over the years didn’t hire NPCs like link boys who carried a lantern or torch to light the way for the player character adventurers. The player characters would hire NPCS to do things like help them figure out what some item they found might be, a sage to do research in geology or plants; but not take them on adventures.

Some player character groups would hire NPC adventurers to go along with them on the adventure, for a payment of 200 gp or equal treasure share whichever was greater.

If the NPC did a good job, helped out when needed, the player characters would ask them to join the group for equal shares.

Of course, as referee, I ran these characters. I have noticed on one web forum this is not an acceptible idea… I think it works if done well.

I tried to present NPCs for the players to add to their adventuring group. Sometimes the players would turn them down for adding into the group.

As the player characters got up to levels they attracted henchmen, we would work together to decide whom arrived to support them. One player character group obtanied a small wood manor house, which they turned into a stone castle, added walls, towers, and a gate house.

Most of their henchmen worked there and didn’t go on adventures.




Author

Posted

Noble Houses and Knightly Orders that accept cavalier player characters. They are listed by country/origin, but note that they have a probationary period before full membership and acceptance is granted to a cavalier. It is not necessary to belong to a Noble House or Order in the country the cavalier lives in.

A. Dank Forest, Brillar

    1. Noble House of Khrin is headquartered in Brillar.
      accept: any cavalier
      probation: 18 months
      tithe: 5%
      device: a beheaded giant
      alignment: LG only
      Must be willing to attack any giant types.

   2.Noble House of Lontar
   accept: cavalier of 25 Horsemen/Horsewomen and 20 Armigers per year.
   probation: 2 years
   tithe: 3%
   device: a lion rampant ( faces to the right)
   alignment: LG, NG, and CG

 3. Noble House of Castron, The KIng’s Own, is headquartered at Brillar.
   accept: cavalier of 30 Horsemen/Horsewomen and 25 Armigers per year.
   probation: 1 year.
   tithe: 7%
   device: The Royal Coat of Arms
   alignment: NG, CG
   Code of Chivalry addition: Obedience and respect to the King.
   Must defend the King and do battle against all that would usurp His Benevolent Rulership. This includes any invasion force. 

 4. Noble House of Khel is headquartered at Deafford.
    accept: any cavalier
    probation: 1 year.
    tithe: 2%
    device: a blue unicorn.
    alignment: LG, NG

 5. Noble House of Zarnol is headquartered at Deafford.
    accept: only 27 cavaliers per year of half-elf ( gray) and half-elf ( high) ancestry.
    probation: 6 months.
    tithe: 2%
    device: griffin rampant ( faces to the left)
    alignment: LG, NG, CG

 6. Noble House of Wrendal
   accept: cavaliers
   probation: 3 years plus quality service.
   tithe: 3%
   device: The Red Sword
   alignment: LG

 7. Royal Order of Knights is headquartered at Brillar.
    accept: LG cavalier
    probation: 2 years
    tithe: 5%
    device: a stag rampant (faces to the right)
    alignment: LG
   Code of Chivalry addition: Obedience and respect to the King.

8. Order of Searguard Knights is headquartered at Castle Vasthound. accept: any cavaliers probation: until reach 5th level. tithe: 4% device: a blue tower on a red shield alignment: LG, NG, CG Will bear the brunt of all giant-type invasions. One criteria of membership is valiant attack and defense against any invasion.

9. The Sequestered Order of Grantar Knights is headquartered at Castle Cedarlair. accept: LG cavalier only probation: until reach third level tithe: 3% device: a blue mace on a dark gray shield alignment: LG A monastic Order of Knights that live in seclusion between adventures.



Author


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