Od&Dities: Issue Fifteen $2.00
Od&Dities: Issue Fifteen $2.00
OD&DITIES $2.00
The theme of this issue is 'Elemental Magic'. It was going to be 'Magic-Users', but an article just managed to get
completely out of hand and dominate the entire magazine. That piece was the 'Elementalist', an attempt of a real
alternative to the traditional Magic-User for Labyrinth Lord, more of a 'stand back and aid' type of spell-wielder. His
key – summoning Elementals, of course! This means that the Elementalist requires Elementals to summon, and so
another article was born giving some new Elemental creatures for Labyrinth Lord, some varieties of Imp and Mephit,
and an article on 'Elemental Alignments'. This has meant that there is no 'Expanded Grimoire' this issue; be assured
that it will return with a vengeance next time, but I thought that six pages of spells was probably enough for one
issue.
While I was putting the 'Elementalist' article together, it struck me that I had never taken my group away from the
Prime Plane; I've always kept them in their natural environment, and I'm beginning to wonder about the possibilities.
Not only are there the Elemental Planes to play with, but also the Quasi-Planes, Upper Planes, Lower Planes – this
game of ours does seem to have a highly confusing cosmology, and I am intending to take more advantage of it.
Specifically – and if any of my players are reading this, be warned – expect a few portals to appear on the sandbox
map in the near future...
As always, check out the OD&DITIES blog at http://odditiesmagazine.blogspot.com/ for more updates, discussion, and
information; I'm trying to update it a few times a week. In the meantime, enjoy the issue!
Yours,
Richard Tongue,
Editor, OD&DITIES
During character creation, the player must choose which Resist Element: At 1st level, the Elementalist gains the
Element his character is going to follow; this will impact ability to resist the effects of one specific element; this
the nature of the Elementals he will be able to summon, equates to a +4 saving throw against any effect, magical
as well as the abilities he will gain as he advances in or otherwise, that involves that element. Every other
levels. There are four available – Earth, Air, Fire and level, the Elementalist can choose to either increase this
Water; the traditional 'four elements'. When casting modifier by an additional -4, or to extend this power to
elementalist spells of that element, he gains a +2 modifer another element. The first element selected must always
to any dice roll relevant to the spell. In addition, at each be the Elementalist's element of choice.
level there is one spell unique to that type of Elementalist
Elementalist Level Progression
Unlike normal magic-users, the Elementalist does not Experience Level Hit Dice (D4)
draw his spells from a book, but from the primal forces 0 1 1
of nature, far more in the manner of a cleric. Every night,
2,750 2 2
he must attune himself with his element, a ritual taking
5,500 3 3
six hours, involving exposure to the element in question.
10,700 4 4
If, for some reason, the element is unavailable, then the
22,900 5 5
Elementalist cannot regain his spells. It is rare, therefore,
to find Water Elementals wandering the deserts of the 44,500 6 6
world. Spells are learned through instruction from other 91,000 7 7
elementalists, or through study; an Elementalist gains 172,000 8 8
1d4 spells per level automatically, including the 314,000 9 9
elemental spell unique to his element. 490,000 10 9+1
689,000 11 9+2
1,420,500 12 9+3
Elementalist Spells
Burning Hands turns the casters hands into flames; he This spell allows the Elementalist to control water within
takes no damage himself, but anything he touches bursts the radius of action; he can raise or lower it, render it
into flame! Anything touched takes 1d8 damage. rough, freeze it or unfreeze it.
This spell allows the Elementalist to contact an Elemental Within the radius of the spell, the Elementalist is able to
of his chosen speciality, and ask a question, typically control the general tendency of the weather, but cannot
connected with a previous task the Elemental has been perform any specific action; he can start a storm, but
summoned to perform, or any knowledge that he may cannot choose where the lightning will strike. After the
realistically be expected to possess. duration of the spell has passed, the caster loses his
control, but the effects he has created may linger.
Control Minor Elemental
Element: Any Control Winds
Level: 2 Element: Air
Duration: 1 turn/level Level: 4
Range: 10' Duration: 8 minutes/level
Range: 60'/level
This spell works on Imps, Quasits, and Minor Elementals,
and acts as a Charm spell. Its primary use is against Create Winds allows an Air Elementalist to manipulate
creatures of this type that have already been summoned, the winds in this area, quietening them down or speeding
and the Elemental is allowed a saving throw to resist the them up, changing its direction or creating updrafts or
effects of the spell. downdrafts to aid flight.
This spell acts as Control Minor Elemental, but against Using this spell, the elementalist can create up to 10
normal or Major Elementals. cubit feet of his chosen element.
This spell creates a severe tremor, knocking people down, This spell acts as Magic Missile, but consists of a bolt of
collapsing buildings, and opening cracks in the ground. elemental force.
No-one in the radius of effect can take an action during
the quake, and the DM should judge the effect on the Elemental Portal
surrounding area. Element: Any
Level: 5
Elemental Bolt Duration: 1 turn/level
Element: Any Range: 10'
Level: 3
Duration: Instantaneous This spell opens a portal to the Elemental Plane of the
Range: 180' Elementalist's chosen element, and holds it open for the
duration of the spell. If cast in reversed form (which
This spell is identical to the Lightning Bolt spell, but is constitutes a second version of the spell), it will open a
created of the elemental force of the elementalist's portal from the Elemental Plane back to the caster's home
speciality. plane. Anyone can pass through it.
This spell acts as Protection from Elements, on all within This spell acts as Shield, but also provides the effects of
the radius of the spell. Protection from Elements.
This spell renders the Elementalist immune to any This spell functions as Wall of Ice, but created of the
harmful effects of the element selected. Fire will not burn appropriate element for the speciality of the elementalist.
him, water will not drown him. This spell also renders
the Elementalist immune to any effects caused the the
lack of the element chosen; while under its effects, he
would no longer need air to breathe, for example.
This spell allows the caster to imbue a weapon of his The whole area of the spell is filled with burning flame,
choice with his chosen element, producing an effect doing 1d6 damage to any creature surrounding the
based on that element. While imbued, these weapons caster. All creatures are targeted, friendly or not.
count as magical.
Fly
Fire: The weapon bursts into flames; it will not Element: Air
damage the wielder, but produces an additional Level: 3
1d8 damage. Duration: Level + 1d6 turns
Earth: The weapon becomes tougher, stronger. It will Range: Personal
not break, and does an additional 1d4 damage –
rising to 1d10 if a bludgeoning weapon is Acts as the magic-user spell Fly.
converted in this manner.
Water: This weapon does triple-damage to any fire- Fog Cloud
based creatures, and a low steam rises from the Element: Air
weapon, giving a +2 bonus to the wielder's AC. Level: 2
Air: On every strike, a loud thunderclap sounds; the Duration: 10 minutes/level
target must Save vs. Spells or lose -5 to his next Range: 100' + 10'/level
dice roll due to the distraction.
From a designated target, a billowing fog rises from the
Fireball ground, obscuring all non-magical vision. The fog fills an
Element: Fire area of 30', and can only be dispersed prior to the ending
Level: 3 of the spell by magical means.
Duration: Instant
Range: 240' Greater Elemental Circle
Element: Any
This acts as the Fireball spell. Level: 6
Duration: 12 turns
Fire Shield Range: 15'
Element: Fire
Level: 4 This spell acts as Greater Protection from Elements,
Duration: 1 turn/level affecting all within the radius of the spell.
Range: Personal
Greater Protection from Elements
The caster suddenly bursts into flames; neither he or any Element: Any
of his equipment are damaged, but any creature Level: 3
attacking him in melee takes 1d8 damage, and risks Duration: 1 turn/level
being set on fire. (Saving Throw vs. Spells, failure means Range: Personal
1d8 damage per round until the fire is doused.)
This spell acts as Protection from Elements, but provides a
-10 instead of a -6.
This spell creates a cloud of smoke and fire, spreading by Flames leap up from the palm of the caster's hand, and
5' a round for the duration of the spell effect. Not only can be used as a source of illumination similar to the
does this spell obscure all non-magical sight, it also Light spell; in addition, they can also be hurled from the
inflicts 2d6 damage on all creatures within the effect of palm in the same manner as an Elemental Bolt, once per
the spell. (Save vs. Spells for Half Damage) level of the caster.
Using this spell, the Elementalist can create 100' cubic This spell provides a -6 to all saving throws related to a
feet of his chosen element. specific element selected by the caster. This stacks with
the Elementalist's normal saving throw modifier.
Magic Stone
Element: Earth Seek Element
Level: 1 Element: Any
Duration: Permanent Level: 1
Range: Touch Duration: Instant
Range: 100'
This spell imbues up to four stones, the size of sling
pellets, with the spirit of Elemental Earth. This gives them Upon casting this spell, the Elementalist instinctively
a +1 to damage, and they are counted as magical knows the location of all sources of the element selected
weapons for the purpose of damaging magical foes. within the range of the spell. When seeking his chosen
element, the range is doubled.
Pass Through Earth
Element: Earth Shower of Stones
Level: 4 Element: Earth
Duration: 3 turns Level: 3
Range: 30' Duration: Instant
Range: 40'
This spell acts as Passwall
The Elementalist causes a hail of rocks to fall out of the
sky onto his chosen target; the spell creates one rock per
level of the caster, that each cause 1d6 points of damage.
The rocks automatically hit their target.
Upon the casting of this spell, all stone and earth within This spell works as Summon Imp, but the caster
the range of the spell softens. Stone cracks down, earth summons an Elemental Mephit, of the element to which
becomes mud, mud becomes swamp. Magical creatures he is attuned.
are unaffected.
Summon Lesser Elemental
Stoneflesh Element: Any
Element: Earth Level: 4
Level: 5 Duration: Concentration
Duration: 1 turn/level Range: 180'
Range: Personal
This spell works as Conjure Elemental, but summons an
When this spell is cast, the skin of the Elementalist Elemental of 8 HD of the element to which the caster is
rapidly hardens, turning into living stone; he becomes attuned.
both tougher and stronger for the duration of the spell,
granting him an effective Strength of 18 and an Armour Summon Major Elemental
Class of -8. Element: Any
Level: 6
Summon Imp Duration: Concentration
Element: Any Range: 300'
Level: 1
Duration: Concentration This spell works as Conjure Elemental, but summons an
Range: 60' Elemental of 16 HD of the element to which the caster is
attuned.
Upon casting this spell, the Elementalist summons an Imp
representing the Element to which he is attuned. While Summon Quasi-Mephit
concentrating on the Imp, he is able to control its actiosn Element: Any
and movements, only a single Imp at a time. The caster Level: 3
can return the Imp to its home plane at will; if he loses Duration: Concentration
concentration, then the Imp will turn and attack the Range: 90'
Elementalist.
This spell works as Summon Mephit, but the caster can
Summon Elemental conjure a Quasi-Mephit of an aspect related to the
Element: Any element to which he is attuned.
Level: 5
Duration: Concentration
Range: 240'
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The Elementalist summons his powers to arose the waters This spell causes a small tornado to rise around the
to action. This spell creates a tidal wave, rising 2 meters caster, with the caster himself at the eye of the storm; this
per level of the caster, which surges in a direction makes it difficult for missile weapons to reach him,
established by the caster. The wave cannot be stopped by providing a -4 modifier to all ranged weapon attacks.
non-magical means, and travels until it reaches land, or
until the spell runs out. Water Breathing
Element: Water
Veiling Mist Level: 3
Element: Water Duration: 1 day
Level: 1 Range: Caster / Touch
Duration: 3 rounds / level
Range: 20' This works as the Water Breathing magic-user spell.
Designer's Notes
This class began as a short idea, and spun out of control; it evolved from a Magic-User variant into an alternate take
on the Magic-User class in general, one which feels more 'magical'. The core concept of the class revolves around the
ability to summon Elementals to do its bidding, but during the design process a strong secondary concept revolved
around a manipulation of the local environment, especially for the Water and Earth Elementalists. The Element
chosen will have a major effect on this class in play – a Fire Elementalist has access to more damage-potential than
any other, and a Water Elementalist may, in many campaigns, prove somewhat limiting, but in a seafaring campaign,
could prove devestating. Likewise, in the right sort of campaign, an Air Elementalist could prove to be a major power.
Dungeon Masters should carefully consider whether to allow normal Magic-Users to have access to any of these
spells, though they could provide interesting flavour elements.
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What do player characters fear the most? The death of Whereas Raise Dead implies that missing limbs will still
their characters. And what do they have the most, which be missing, Resurrection states that the condition of the
many a DM struggles to free them of? Money. Allow me body is not a factor provided some small portion still
then to introduce the Resurrection Society, a possible exists. This begs the question how much recipient tissue
addition to any campaign. I’ll conclude by suggesting a is required to cast Resurrection. I think at least the skull
rather nasty implication, which could be developed into a must be present otherwise a player could store a finger
fully-fledged campaign based around resurrection. with a cleric to be used in case of death and it would
become more like the 8th level magic-user spell Clone.
Resurrection in Labyrinth Lord (From the Advanced Edition Companion)
Firstly however, we need to explore the rules regarding
resurrection in Labyrinth Lord. Unfortunately these rules
contain changes and contradictions.
Raise Dead
The fifth level cleric spell Raise Dead becomes available
to clerics on reaching 9th level where they can raise a
body that has been dead for ten days (2 days at 7th level
and an extra 4 days thereafter). By contrast in my copy of
Rules Cyclopedia Raise Dead is gained at 10th level
which allows a body that has been dead for 12 days (4
days for every level above 8th) to be raised. A confusing
situation in both rule sets. Personally I believe that Raise
Dead is so miraculous an event that a four-day
requirement, increasing from 9th level, is appropriate.
Resurrection
Resurrection is a 7th level cleric spell gained at 15th level
in Labyrinth Lord. This allows the resurrection of
humans or demihumans who have been dead for 10
years per caster level (150 years at 15th level!). Again in Rods of Resurrection
contrast, Rules Cyclopedia suggests four months at 17th This item doesn't feature in Labyrinth Lord, but is present
level increasing by four months/level (plus the ability to in the Advanced Edition Companion.
resurrect any other living creature as per the restrictions
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Element Personality
Fire Aggressive and quick to anger, one of great passions with emotions close to the surface.
Feels everything deeply, both in terms of loves and hates. Makes quick, implusive decisions.
Always in the here-and-now, rather than tomorrow.
Earth Solid, and a slow, studious thinker. Always looking towards the long-term, and reluctant to
make any decisions too rapidly for fear they move incorrect. Distrusts change, and prefers
normality every time. Can have one flaw that leads him to shatter – and when roused, is
impossible to hold back.
Air Flighty, and always moving on to the next adventure, the next opportunity. Never sticks to a
decision for any longer than he can help, and is driven by the wanderlust. Changes
direction with his mood, and strong emotions never seem to last for long, with emotional
storms rapidly blowing themselves over.
Water Placid, imperturbable, ever-lasting. A deep, calm personality that does not believe in abrupt
concentration, but rather on slowly working through problems until they disappear.
Nothing disturbs it for long.
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A large, sky-blue creature with large wings, that curl up A strange sprite-like creature, wrapped in fire, that darts
when the mephit is grounded. Two grasping talons lash rapidly around its environment without any apparent
out from the creature, which can either grasp a surface need for wings or other movement. Every third turn,
or attack. In form, the creature resembles a large pixie, breathes fire at a target, sheathing it in flames; it also
though with a dark countenance on its face. Every other shares the same flame touch ability of the Fire Imp.
round, it can unleash a devastating breath of wind on its
foes, sending them flying to the ground.
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The most intelligent of the Mephits, the Water Mephit The Dust Mephit is often hard to see, covered by a veil of
appears as a large, tentacled, octopoid beast. It is unable dust that travels wherever it goes. Underneath, there is a
to function on land, but is a deadly adversary in water, gnarled, wizened, weather-beaten creature with vicious
and attacks using both its six tentacles and a strong jet of claws and a bad temper. While on the Prime, they love
water that shoots from its mouth. By far the rarest dusty and dry places, and these are the most common
Elemental Mephit on the Prime. outside their Plane. They do not walk on the ground, but
hover in the air, suspended by a plume of dust. Their
Quasi-Mephits breath weapon causes a blast of sand to sweep across
Quasi-Mephits are very difficult to conjure, but are anyone in its cone of effect (60'); this devastating effect
substantially more powerful than their Elemental can be used one per three rounds, but reduces the
brethren. They tend to be far rarer, but are more Mephit's AC to 6 for the next two, as the effect will
frequently found on neighbouring planes, generally disturb the shielding dust.
attempting to extend the influence of their Element to
new territory. No-one on the Prime has yet succeeded in Ice Mephit
conjuring up a Quasi-Elemental, but it is suspected that Encountered: 1 / 1d6
such creatures do exist. Alignment: Lawful
Movement: 20'
Armour Class: 0 (9 vs. Fire)
Hit Dice: 9
Attacks: 2 Claw / Special
Damage: 2 Claw (1d8) / Freeze Touch (2d6)
Save: F9
Morale: 12 (Controlled) / 8 (Free)
Hoard Class: XX
XP: 700
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The Magma Mephit resembles nothing more than a Steam Mephits generally consider themselves the masters
large, molten boulder; it slithers along by melting the of all, and are incredibly haughty; alone among Mephits
earth underneath it and sliding along, leaving a trail of they seek to gain power over others. They hunt in large
molten rock in its wake. Although it generally moves packs, and select an 'Alpha Male' (with 10 HD – 10% that
slowly, it is capable of occasional (1 per day) bursts of a summoned Mephit is an 'Alpha', which will attempt to
extreme speed towards prey. It attacks by simply resist control) to lead them, often through a vicious
touching its target, and it can project a cloud of ash into process of selection. They have no melee attack, and take
the surrounding area (10' radius) causing damage to the form of dense clouds of steam with human-like faces
anyone in range. embedded in them. They attack by firing blasts of
superheated steam up to 25' away, spreading out by 5' at
the limit of their range.
Quasi-Planes
The Quasi-Planes exist between the normal Elemental planes, and serve as the neutral points between them. They are
tempestuous places, where two elements constantly fight for dominance, gaining and losing territory all the time. In
between Earth and Fire lies Magma, Smoke lies between Fire and Air, Steam between Air and Water, and Ice between
Fire and Earth. These 'Quasi-Planes' are difficult to get to, requiring an experienced Elemental practitioner, and are
rumoured to be the dwelling points for forgotten gods, hiding where no-one else would think to find them, creating
pockets of calm amid the tumult. The Mephits are the primary inhabitants of these planes, though many other
strange creatures and structures may lie within.
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Not ignoring it completely. Treasure maps can prove to Feel free to decorate it. Add some strange symbols to the
be an extremely interesting item, and can actually be side of the map, tear it on the sides to make it look more
prepared in just a few minutes. Call a five-minute break, real, or fold it over for a few minutes. But keep an eye on
or better still, encourage them to spend some time the group while you are doing this. As soon as it looks as
working out who gets the rest of the treasure, grab a if the group is ready to move on, time's up. Remember –
sheet of paper (if you don't have a pad of paper with you you will have plenty of time to embellish this later on,
behind the screen, then frankly, shame on you!) and get under most circumstances. Generally, the group will opt
started. to finish the adventure they are currently undertaking
before moving onto the next thing, so you should have
The first thing to remember is that treasure maps are the time in between sessions to fill in all the blanks on the
usually prepared in a hurry in any case. Those hiding map.
loot rarely hire cartographers to prepare their maps, but
they will want to find them again afterward. Also – the Except...players can be annoying. They might consider
scale of the maps will generally be pretty small, so not that this is the 'big adventure hook' you've been planning
much area needs to be covered. Pick three landmarks, all all along, or the idea of 'easy money' may cause them to
within a few miles of each other, and draw them quickly conclude that heading straight for the loot is a good idea.
on your map, in approximately the correct locations. At You could of course simply tell them that you haven't
least one of these should be fairly prominent and known finished preparing this part of the setting yet, but on the
to the PCs. (For extra fun, have one of the landmarks be other hand, it might be a shame to divert them from
something that no longer exists, such as a destroyed city, something that they are really interested in. Having a
burned-out forest, or dried-up river...) Then take the group of enthused and interested players can really make
pencil, and stab it down somewhere on the map, and all the difference to a game, and this should be
place a cross. encouraged. For those circumstances, simply roll on the
following tables, apply the results, and you are on your
way.
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Table 6: Special
1: The treasure has already been looted. (Roll on Table 3 to determine when.)
2: The treasure consists of items once valuable, now worthless. (Bronze Weapons, Paper Currency, etc.)
3: The treasure is a trap, set for the PCs by the enemy.
4: The treasure is a trap, set for another target.
5: The treasure map is the treasure, in disguise.
6: The treasure map is actually a test to judge the worthiness of the PCs.
7: The treasure map is a fake, drawn by a small child.
8: The treasure map is genuine, but can only be read once before it is destroyed.
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Let me ask you this, dear reader...what’s your body traditional fantasy basis goes back to Middle Earth, which
count? let's be honest, tends to be the basis for far too many LL
campaigns. Tolkien wrote that, “"all that race were bred
I wager that most of you have lost count of the number of by Melko (Melkor) of the subterranean heats and slime.
Orcs, Goblins, Dragons, Humans, Elves and Halflings that Their hearts were of granite and their bodies deformed;
have fallen victim to your sword or your spells – and I'm foul their faces which smiled not, but their laugh that of
not talking about crazy moments of the clash of metal, and to nothing were they more fain
world/continent/city-killing insanity (not much survives than to aid in the basest of the purposes of Melko."
one of my mad rampages. Just ask the 'mer-people'. Oh
wait – you can't.) I'm talking about the 'normal violence' So the default is taken that they are nothing more than
that takes place during a standard dungeon crawl. It's living weapons, bred for war and violence. But have you
like some sort of mad shopping list - “14 orcs, 4 bandits, simply made the assumption that this is the base-line, or
3 kobolds, 1 PC (Oops.) have you actually taken the effort to determine whether
they are inherently evil or not. Might they be Lawful-
Take the other way of looking at it. You are a family man, natured, or a mix, like good old humanity. Ever thought
quietly raising your kids, when a bunch of armed, about that?
armoured, spell-wielding psychopaths burst into your
home and your office and start putting your friends, Thought not.
loved ones, and bosses to the sword. (Maybe that last
part...) The life of the Orc – a Hobbesian nightmare. Back at the start of it all, in '74, they called the warriors
Nasty, Brutish and Short. Very Short. Especially when the 'Fighting Man, and the average PC in a fantasy setting
adventurers are in the room. Is killing an Orc justified might as well have 'Psycho For Hire' tattooed on his
because – well – it's an Orc? forehead. He's out for the killing and the cash, and
couldn't care less who he is fighting for, or why.
Why do we keep fighting them? We feel that we have a
'licence to kill', as most races have been given alignments. As gamers, we revel in combat. It's often one of the high
I wonder if this works in real life – can we go onto the points of a session, and more often the point with the
subway and kill anyone 'Chaotic Evil'? Or is everyone in greatest level of tension and drama. Some make this the
New York 'Lawful Good'? Of course they aren't, and of absolute soul of the game, turning into a tactical
course it doesn't! It should not work that way in any wargame. But this is not a wargame any more. Yes –
realistic sort of game. We don't an 'Adventurers for the that's where it came from, but that was thirty years ago.
Ethical Treatment of Dragons', but perhaps we should! You should get more XP for role-play than hack-and-
smash. There must be more to a game than that. Beating
Let's take another look at the poor Orc, who fantasy has up an Orc Horde can be cathartic, but there must be
typically cast as a 'soulless killer'. A race of serial killers something deeper to that wonderful thing we
and psychopaths. (No wait – that's adventurers...) The call...roleplay!
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5. Representation of Authority to Contribute: If You are contributing original System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
material as Open Game Content, You represent that Your Contributions are Your Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
original creation and/or You have sufficient rights to grant the rights conveyed by David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
this License. James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion Labyrinth LordTM Copyright 2007 – 2009, Daniel Proctor, Author Daniel Proctor
of this License to include the exact text of the COPYRIGHT NOTICE of any Open
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