Random
Mail Generator
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D12
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Letter
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1
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A letter from mum: Dear son, It’s been
a long time since I’ve heard from you. You haven’t written me in a long time
and you never come to visit. Is it that much trouble to come to tea now-and-then? I've talked with Margaret about
it and she think’s it’s shameful how little attention you pay me. Love, your
mother.
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2
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An advertising brochure: Buy a can of
brown tea at Mademoiselle Vita’s and get a bag of green tea worth 5 copper
pieces for free!
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3
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A bill of 25 gp of the local laundry
service. (Expensive, but magicians get very dirty).
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4
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A letter from a young man from
Pretomournon who would like to apprentice to the mage.
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5
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A map of the village of Tealief.
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6
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An invitation to the birthday party of
Mr. Sonder Klomt, in two days.
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7
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A letter that begins: I finally found
the formula to turn potatoes into gold! Start as follows… But the letter has
been wet and the rest is smudged and illegible.
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8
|
A letter from a little boy: Dear
wizard-sir, can I borrow your wand of fireballs? Dink is bullying me all the
time and I want to teach him a lesson. Greetings, Timmie.
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9
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Spam: Visit the casino! If you visit the
casino you get 30 gold pieces of me to try our games. All you have to do is
fill in the reply card below and return it.
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10
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Fanmail: I'm your biggest fan! You are
the best magic-user in the country! No, in the world! Can I have your
autograph?
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11
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Hatemail: You’re stupid! You're the
worst magic-user in the country! No, in the world! Go jump into a ditch!
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12
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A chess move:
Knight to C3. Checkmate! Hahahahaha!
|
Wednesday, July 17, 2013
What's in the mage's mailbox?
Sunday, July 14, 2013
The spells of Ermard the Entomomancer
The mage Ermard
the Entomomancer lives in the cellar of a ruined keep a hour out of Tealove village.
His specialties are insects, spiders, and bug magic. In his spellbooks are
common spells like web and delay poison, as well as some unique spells
researched by Ermard himself.
False Tremors
Level: Magic-user 1
Duration: 1d6 rounds
Range: 60’

Swarm Form
Level: Druid 2,
Magic-user 2
Duration: 1 round per level
Range: 0
As soon as this spell is cast, the caster’s body breaks
up into a number of crawling ants, beetles, or spiders equal to his age. The
caster’s clothes and possessions fall unchanged to the ground. The insect swarm
occupies an area of 10’x30’ and may engulf an opponent. It does not need to roll to hit, and
inflicts 2 points of damage per round to the person engulfed. Double damage is
dealt to characters wearing no armor. The swarm does not sustain damage from
weapons, but fire, such as that from a torch, does 1d4 hit points damage. Other
fire-based and cold-based attacks do normal damage. Smoke or water may be used
to ward off a swarm.
After the duration ends, all surviving insects crawl
back in the clothes of the caster and transform back into his body. If more
than half the bugs survive, the body will be intact. If more than half of the insects
is slain, the body may miss a finger, hand, or other body part.
Friday, July 12, 2013
The spells of Ostal the Ornithomancer
The mage Ostal has dedicated his life to the
study of birds. He lives with his apprentice, a 10-year old girl by the name of
Lessie, in a tower with many nests, birdhouses and a dovecote on the roof.
His spellbooks contain some unique bird-related
spells, researched by Ostal himself.
Level: Magic-user 1
Duration: One
delivery
Range: 40’
per level
Casting
this spell calls to the caster the closest bird, be it a normal bird or of the
giant variety. The bird will be friendly or non-threatening to the caster, and
will allow him to tie a letter or small package to its paw. If the package is
light enough for the bird to carry, it will then deliver it to the person named
by the caster.
The recipient must live within half a day flying. If there’s no
bird in range when the spell is cast, no bird will come.
Stork’s Legs
Level: Magic-user 1
Duration: A number of turns equal to the caster’s
level
Range: 0
The caster’s legs grow to a length of 2 yards. The
caster can use stork’s legs to reach
for things on the upmost shelf of a cupboard, look over walls, and look into a window
on the second floor.
When walking, the caster moves at 1.5 times his normal
speed. His clothing and shoes grow as well to fit his new legs. The caster can
dismiss the legs before the spell’s duration is over.
Tuesday, July 9, 2013
The Spells of Bymen the Botanomancer

Flower
Bomb
Level: Magic-user
1
Duration: 2d6
turns
Range:
120’
The
mage throws an acorn, peanut, pine cone or similar nut to his opponent. It explodes
in a cloud of colorful flowers, which remain whirling in the affected area. All
creatures in the area must save vs. spell or become trapped in the area of swirling
flowers. Mesmerized and disorientated, the victims cannot leave, cast spells or
perform other significant actions, and can talk about nothing else except the beautiful
colors and wonderful fragrance of the flowers. After the duration
expires the flowers float to the ground and the victims are freed.
Unaffected
creatures can try to pull a victim out of the cloud but must make a new save or
become stuck themselves. Flower bomb
does not work on undead or very large creatures like dragons.
Lovely
Fragrance
Level: Magic-user
1
Duration: 12
turns
Range:
60’
The mage casts this spell on a flower, plant, or
weed, which will grow a pink flower. This new flower gives off a delicious sweet scent
that anyone within 60’ who smells it is filled with romantic thoughts and
feelings. Creatures in the area of effect
must save vs. spells or fall in love with someone of the preferred sex (if present)
or else the non-preferred
sex (if the player agrees). Furthermore, all victims receive a -4 on saves against
charm and similar spells while still in smelling range of the flower.
When
the duration ends, the flower wilts and the smell disappears. The player (in
the case of a player character) or the DM (in the case of a sample or NPC) may determine
if the infatuation also ends.
Friday, July 5, 2013
Botanoids
Ability Modifiers: None
Botanoids are plant people, mobile plants. They are very diverse in appearance, from green humans with leaves for hair to tree people with bark-like skin. Height and weight are very diverse, ranging from 4 to 6 feet and from 120 to 150 pounds. Botanoids do breathe and eat, but do not sleep and are immune to sleep and similar spells.
Botanoids have infravision of 60 feet. In bushes or other outdoor cover, botanoids can hide with 90% ability. They can also hide in shadows or behind other forms of cover when underground in labyrinths or caverns on a roll of 1-2 on 1d6, but they must be silent and motionless.
Botanoids are hardy beings, resistant to poison, paralyze and polymorph effects, and as such they receive a +4 saving throw bonus to defend against these effects. However, as plants, botanoids are vulnerable to fire and get double damage from fire, regardless of a saving throw is allowed, or if the save is a success or failure.
Botanoids can speak their alignment language, common, gnoll, gnome, goblin, and hobgoblin. They can Speak to Plants as per the spell.
Botanoids may select from the following classes, with the indicated level limits.
BOTANOID CLASSES AVAILABLE
Class
|
Level Limit
|
Cleric
|
6
|
Druid
|
11
|
Fighter
|
10
|
Ranger
|
12
|
Thief
|
12
|
Botanoid thieves receive the following bonuses and penalties to thief abilities:
BOTANOID THIEF SKILL ADJUSTMENTS
Skill
|
Adjustment
|
Pick Locks
|
-5%
|
Move Silently
|
+7%
|
Pick Pockets
|
+5%
|
Hide in Shadows
|
+10%
|
Hear Noise
|
+1*
|
*Botanoids receive a better dice range for hearing noises. For example, 1st level botanoid thieves hear noises on a 1-3, and at 9th level it is 1-5. Hear noise may never be better than 1-5.
Monday, August 13, 2012
Magic in Weird opera
These are my house-rules
for Magic in the Weird Opera
campaign. Most of the rules are cobbled together from various sources, mostly Swords & Wizardry and Labyrinth Lord.
In Weird Opera, there’s no distinction
between arcane and divine spells. However, many spells are kept secret by the
Guilds or other powerful groups. For example, most spells on the Druid spell
list are kept secret by the Druids of the Ancient Mother. Often the only way to
learn such a spell is joining the group, or steal it.
Spells and Spellbooks: A spell is an
semi-living thing with a disposition and instincts of its own. When a Mage
memorizes a spell, it actually leaps off the parchment into the wizard's mind,
where it waits impatiently to be released. During that time it’s no longer in
the Mage’s spellbook, leaving behind a blank page.
When it’s released,
the spell reappears on the page of the spellbook, unless in the meantime
something else was written on that page. If a spell is unable to return to its
page, it starts wandering and is lost to the Mage.
Spell Casting: The number of
memory slots a Mage has is equal to the sum of his INT bonus and his experience
level. All memory slots have equal value. The higher the spell level, the more
slots that are required to memorize it. One slot equals one spell level. For
example, to memorize a 4th level
spell a Mage must use 4 slots.
If you don't have
enough slots to even memorize the spell, then it's too advanced for you to
attempt to memorize it. Otherwise, there’s no restriction to what spell levels
a Mage may memorize. A Mage of 1st level with an Intelligence score
of 18 (INT bonus +3) may use his 4 memory slots to memorize a single 4th
level spell, for example, as long as he has that spell in his spell book or on
a scroll.
Knowing Spells: A beginning
Mage’s spellbook contains detect magic plus four other first level spells,
determined by the DM. Since the Mage received these spells as an apprentice,
the DM should take the Mage’s teacher into account when selecting these spells.
Beginning spells do not require a roll to see if the Mage can understand them.
New spells are found
during play; a wizard must find the higher-level spells in dungeons or musty
libraries and copy them into a spellbook, or trade copies with other Mages. If
a Mage finds scrolls of spells or other Mages’ spell books while adventuring,
these spells can be added to the Mage’s spellbook. There is no limit to how
many spells a wizard can learn at a given level.
Check each new spell
to see if the Mage can learn and know it, by making an Intelligence check
modified by the spell's level. For example, to learn a new 5th level
spell, the Mage must make an Intelligence check with -5 penalty. Each time the
magician gains a level (if the DM permits) he or she may re-check the spells not
understood before, to see if increased experience has granted new understanding.
High-level Magic: In Weird Opera, spells go up only to 6th
level. All the higher-level spells are rituals. To learn and cast a ritual
spell is a serious undertaking of magic, requiring research, adventuring, and
the expenditure of huge quantities of gold. There are books to be found and
studied, expensive arcane components to locate, particular times of the year or
lunar cycle when the magic can be performed, runes to know, circles to scribe,
and other strange and forbidden knowledge to be researched.
As a rule of thumb,
learning a ritual should cost at least 1,000 gp, and casting the spell would
require about 500 gp per spell level.
Sunday, August 12, 2012
I'm Back
I can't believe it's been a month since I posted here! (And a couple of weeks before that too.)
Well, the summer holidays are over, and I'll have more time to work on my D&D stuff in the coming weeks. I expect semi-regular updates twice a week or so.
Well, the summer holidays are over, and I'll have more time to work on my D&D stuff in the coming weeks. I expect semi-regular updates twice a week or so.
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