As mentioned in my last post, one of the main things that puts me on the backfoot when running OD&D is having classed NPC groups appear as wandering monsters. They're a crucial part of the feel of this edition of the game. They reinforce the fact that your classed PCs are not unique, and keep the stakes high by potentially having the party's own abilities come into play against them.
Yet it's undeniable that they come with admin which can feel like 'cheating' if you wing it. Chief among these admin issues is which spells an NPC spellcaster
might have memorised (or perhaps in their spellbook - though for this
post I'm assuming the former). This gives me analysis paralysis in prep, and feels wrong to handwave during play.
Vapourising a PC party because an NPC party has fireballs feels like something that should always be a threat, but not something that happened because of an ill-considered whim of the Dungeon Master. So I cobbled together this system to determine what they're packin'.
First I roll to see the type of spell preloads the NPCs will have. These preloads only roughly determine the spellcaster's arsenal. Think of them of the 'flavour' of spellcaster.
Then I roll a d4 or d3 as appropriate on each Spell Level (SL) row until the spellcaster's slots for their level are accounted for.
SPELL PRELOAD TYPE
|
Magic Users (d4) | Cleric (d3) |
---|---|---|
1 | Major Offensive |
Offensive |
2 | Minor Offensive |
Utility |
3 | Utility | Esoteric |
4 | Esoteric | / |
MAGIC USER: MAJOR OFFENSIVE
|
1 | 2 | 3 | 4 |
---|---|---|---|---|
SL1 | Sleep | Charm Person | Hold Portal | Read Magic |
SL2 | Knock | Detect Invisible | ESP | Locate Object |
SL3 | Fireball | Lightning Bolt | Hold Person | Protection / Normal Missiles |
SL4 | Wall of Fire or Ice (50%) | Polymorph Others | Polymorph Self | / |
SL5 | Cloudkill | Conjure Elemental | Teleport | / |
MAGIC USER: MINOR OFFENSIVE
|
1 | 2 | 3 | 4 |
---|---|---|---|---|
SL1 | Charm Person | Sleep | Detect Magic | Hold Portal |
SL2 | Detect Invisible | Knock | Invisibility | Detect Evil |
SL3 | Hold Person | Protection / Normal Missiles | Lightning Bolt | Slow Spell |
SL4 | Confusion | Hallucinatory Terrain | Passwall | / |
SL5 | Feeblemind | Animate Dead | Wall of Stone | / |
MAGIC USER: UTILITY
|
1 | 2 | 3 | 4 |
---|---|---|---|---|
SL1 | Detect Magic | Light | Hold Portal | Read Magic |
SL2 | Levitate | Knock | Locate Object | Phantasmal Forces |
SL3 | Clairvoyance | Water Breathing | Dispel Magic | Fly |
SL4 | Massmorph | Polymorph Self | Growth / Plant | / |
SL5 | Transmute Rock To Mud | Telekinesis | Animate Dead | / |
MAGIC USER: ESOTERIC
|
1 | 2 | 3 | 4 |
---|---|---|---|---|
SL1 | Charm Person | Sleep | Protection/Evil | Read Magic |
SL2 | ESP | Continual Light | Locate Object | Wizard Lock |
SL3 | Fly | Dispel Magic | Haste Spell | Hold Person |
SL4 | Polymorph Self | Dimension Door | Remove Curse | / |
SL5 | Magic Jar | Contact Higher Plane | Teleport | / |
CLERIC: OFFENSIVE
|
1 | 2 | 3 | 4 |
---|---|---|---|---|
SL1 | Protection / Evil* | Cure Light Wounds* | Light* | Cure Light Wounds* |
SL2 | Hold Person | Bless* | Find Traps | Bless* |
SL3 | Continual Light* | Cure Disease* | Continual Light* | Locate Object |
SL4 | Cure Serious Wounds* | Prot/Evil 10'* | Cure Serious Wounds* | Sticks To Snakes |
SL5 | Raise Dead* | Dispel Evil* | Insect Plague | Raise Dead* |
CLERIC: UTILITY
|
1 | 2 | 3 | 4 |
---|---|---|---|---|
SL1 | Detect Magic | Cure Light Wounds* | Purify Food / Water | Light* |
SL2 | Find Traps | Speak w / Animals | Bless* | Hold Person |
SL3 | Remove Curse | Cure Disease* | Locate Object | Continual Light* |
SL4 | Neutralize Poison | Create Water | Speak w / Plants | Protection / Evil 10'* |
SL5 | Create Food | Commune | Quest | Dispel Evil* |
CLERIC: ESOTERIC
|
1 | 2 | 3 | 4 |
---|---|---|---|---|
SL1 | Detect Magic | Purify Food/Water* | Detect Evil* | Protection / Evil* |
SL2 | Find Traps | Hold Person | Bless* | Speak w / Animals |
SL3 | Remove Curse | Locate Object | Cure Disease* | Locate Object |
SL4 | Speak w / Plants | Neutralize Poison | Speak w / Plants | Sticks To Snakes |
SL5 | Create Food | Raise Dead | Commune | Quest |
As always when I'm talking about OD&D, I'm referring to the 3LBB and so only spells from Men & Magic will be referenced here. You also won't see 6th level spells here because the highest level MU on the OD&D wandering monster chart is Wizards, which I interpreted literally as being 'only' 11th level spellcasters. Also, have used '/' as re-rolls for Magic Users, but have added duplicate entries for several Cleric spells to increase the likelihood of them turning up (such as with Cure X Wounds).
Also I assume Chaotic Clerics are always carrying the reversed versions of spells marked *
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