Saturday, May 8, 2021

 Building Bhakashal - New Classes - Use Your Illusion - The Phantasmist



Image by Don Maitz

https://www.paravia.com/DonMaitz/index.php



Illusionists are hands down my favorite 1e AD&D class. Whenever I play I try to run one, and I have home brewed over 200 new spells for the class for Bhakashal.


Why do I love them so?


Well, here’s the thing. Sometimes people talk about game design and play style. Illusionists occupy the nexus of a particular play style that fits the design of 1e AD&D perfectly. Illusionists are not known for having damage spells, they are known for deception and evasion spells. But to SURVIVE in 1st Edition AD&D, you are almost always better off evading and deceiving your enemies than fighting them directly. So the phantasmist’s strengths push them to game play that is more likely to lead to success. 


In short, a well played phantasmist is VERY powerful, as their primary methods, deception and evasion, are two of the best strategies in a dangerous game world where you can frequently meet things so high above your pay scale that flight is the only real option


Badass.


For Bhakashal I wanted to make a version of the phantasmist that hewed to what was there in 1e, but added some depth to it, cleared up the confusion about adjudication, and explained some of the odd things about phantasmist spells, e.g. that they get many straight up mental manipulation spells that have nothing to do with “illusions”, that they get negative plane energy style spells (e.g. summon shadow), that illusions become more real over time (e.g. shadow monsters) and that they can create real material objects as they get higher level (e.g. minor and major creation). 


I outline a few different systems for illusion adjudication that work at the table, you can pick the one that fits your preferred level of complexity and flavor.

Bhakashal’s phantasmists get all the 1e AD&D spells, plus over 200 new spells, and all fit into the categories mentioned above. This is the most “lore” I have put into any of the classes for Bhakashal, because it is the class I love the most. 



Phantasmists 

The Development of Phantasmist Magic


If you just want the stats, you can skip this section.


Phantasmist magic started out very different. There were no separate phantasmist spells, or specialist schools. Instead, there were a few spells that gave regular warlocks access to the realm of psyche or spirit. Priests used this sort of access to commune with their gods and ask for direct interventions, illusion spells used this access to enter the mind and create phantasms. So, when an illusion was cast on a victim the caster would access the victim’s mind, and either plant an image in their head or make them relive a past memory as if it was real. Illusions were in the mind of the victim only; they would appear to be struggling with an unseen foe while under the effect of an illusion spell. 


The person who focused on extending illusion magic was a Saan warlock named Kahb Rune. He believed that the true path to knowledge involved making alliances with extraplanar beings of great power. However, he did not wish to go the route of some others and form alliances with demons and devils. Instead, he went to the plane of shadow and formed alliances with entities there. The details of Kahb Rune’s journey to the plane of shadow and his negotiations with powerful entities there have been lost to history, but the impact of what he did is understood well today.


Illusion spells had already gained access to the psychic realm, which made it possible to access the mind and create “internal” illusions. The realm of shadow combines darkness and light, negative and positive plane energies, powerful entities from the realm of shadow thus had ancient knowledge of how to balance and manipulate those energies to obtain great power. 


Specifically, these entities gave Kahb Rune the knowledge of how to use access to the psychic realm to create a conduit to the planes of positive and negative energy, one that would allow the caster to bring this energy through to the prime material plane. Because the psychic realm is non-spatial, channeling these energies through the psychic realm means that the caster can bring them on to the prime material plane in any physical form (e.g. ray of light, mist), and in any place within a limited distance of them that they wish. For low level casters, when these energies are channeled to the prime material plane they manifest as colored energy, a mix of light (positive plane energy) and darkness (negative plane energy) for all colors. This can be seen in the simple color spray spell. Khab Rune became the first “phantasmist”.


As the phantasmist becomes more adept with illusions, they get better at mixing the negative and positive plane energy, to the point where they can create positive material objects. In essence, the increasing “materiality” of illusions (they become more tangible at higher levels, doing damage even if saves are made for example) and the ability of phantasmists to create real material objects (e.g minor creation) suggests that they become adept at shaping positive plane energy and negative plane energy into actual prime material plane energy and objects. Illusions thus become real as phantasmists become more powerful.


In addition, since raw positive and negative material plane energy is damaging to living creatures on the prime material plane, illusions, though intangible, can do some damage to victims when they “hit” them. This damage increases with the phantasmists skill (e.g. increases in level). In addition, as the phantasmist increases in level she becomes better at making the mix of positive and negative plane energy mimic the “feel” of the real world counterpart of the illusion. If a low level phantasmist creates an illusion of a soldier and it hits a PC, the PC would feel a sort of numbing jolt with the landing of an illusory sword stroke. The phantasmist uses access to the psychic realm to make the victim’s mind “fill in” the experience, so it feels like a sword hit. At low levels they aren’t too good at it yet, and as a result victims frequently get, and succeed at, their saving throws. As the phantasmist increases in level and experience the balance of energy feels more like a sword stroke when it is experienced, using less and less of the victim’s mind to support the illusion. This explains why many more high level spells have no save or reduced saves. Saving against illusions involves the victim’s mind in several ways, but not necessarily so as the phantasmist becomes more powerful.


Kahb Rune’s work left behind a core of magical spells dedicated to the creation of images (illusions) that were shaped out of light (later experience with manipulating positive and negative plane energy allowed the introduction of sound, temperature, etc. to illusions), could do a base amount of damage to victims (due to the presence of negative and positive plane energy in the mix), and were more likely to be believed due to the phantasmist’s ability to access the psychic realm, and thus victim’s minds. As time goes by phantasmists become better at mixing and balancing negative and positive plane energy and illusions become more tangible, and they can eventually create physical objects (minor and major creation) and creatures that have tangible reality. The phantasmist thus becomes an expert in psychic spells (spells that target the mind, senses), planar energy manipulation spells (e.g. illusions), and their combination. 


The other important development was Kahb Rune’s emphasis on using the phantasmist’s experience and knowledge, in addition to their creative skills, to make their illusions more convincing. Illusions are works of art; they take memories and ideas and shape them into three dimensional images. This works best when the phantasmist has a real world example to draw upon. This is reflected in the phantasmist’s ability to copy either monsters or spells with the “generic” illusions like phantasmal force. Because the phantasmist can turn any experience into an illusion, the more experience, and the more direct the experience, the better the illusion. This also means that every time a phantasmist is hit by a spell or attacked by a monster, if not lethal, those experiences can be used to cast illusions that resemble the real world experiences. The system presented here does two things, it requires phantasmists to have past experience with something to make an illusory copy, and it grades the ability of the phantasmist to mimic the source, as the phantasmist increases in level they get closer and closer to reproducing the source material perfectly. This gives an interesting advantage to the phantasmist: in the literal sense, what doesn’t kill a phantasmist makes them (and their illusions) stronger. 


Eventually those who followed Kahb Rune’s teachings formed a school known as phantasmist magic. Since magic was suppressed everywhere in the early years of Kahb Rune’s school, many phantasmist spells were dedicated to using the ability to affect the minds of victims or augment the minds of phantasmists to create combat advantages. Also, Kahb Rune created a special non-magical script for illusion spells (with help from powerful beings in the realm of Shadow), allowing phantasmist spells to be passed around with less suspicion than traditional spells.


Many of the spells for phantasmists in Bhakashal are really just formalizations of generic illusion spells. For example, one spell makes doubles of your attacking weapon so your victim doesn’t know which one is real, that could be done with a phantasmal force so specified. By giving it a name, and detailing its effects, some of these spells are manifestations of “best practice” in the illusion schools. It makes sense that when someone figures out a neat illusion that helps in combat, it would become well known, imitated, and its creator would be immortalized by having their name associated with the spell.


Statistics

Initial Ability Score Spread: INT 15 DEX 16 CHR 15


HD: d6


Weapons and Armor - As Warlock


Level Progression - As Warlock


Phantasmist Abilities

Mental Resistance

  1. Phantasmists have a 10% chance per level of knowing someone is using a mental/scrying spell on them or recognizing an illusion (in addition to a disbelief save if appropriate)

  2. They have a 5% chance per level of resisting or deceiving a scrying/mind reading spell, or resisting or redirecting mind influencing spells against the attacker. 

  3. Phantasmists can cast 1 spell per day per level of experience, and have success/fail, reverse/harmful odds for casting all spells as a warlock, e.g. odds of successful casting equal to “to know” percentage +1% per level, reverse/harmful odds for failed casting are 5% per level of spell. Same rules as warlocks for the number of reverse/harmful results that can be resisted.

  4. At different levels they get a selection of at will spells they can cast once per day, outside of their regular allocation of spells, as follows:

    1. 1st level - forget 

    2. 3rd level - clairaudience 

    3. 5th level - clairvoyance 

    4. 7th level - ESP 

    5. 9th level - mass charm 

    6. 11th level - mind blank 

  5. Multiple phantasmists can cast the same spell and combine them, whenever they do so, they can choose to influence one parameter of the spell per additional person, these parameters are range, duration, area of effect, saving throw and damage, in each case they can double a parameter. So for example, three phantasmists working together could produce a color spray spell that had twice the range and duration. “Doubling” a saving throw means a -1 penalty per phantasmist involved in the casting.

  6. Casting Illusions - There are 5 variant systems for adjudicating illusions in Bhakashal, pick the level of complexity and sophistication you prefer. All of them balance the reality of the illusion against the ability of the target to know it’s an illusion. Every system puts conditions on how damage works, and every system specifies when disbelief of the illusion is possible. I have used each of these at the table before, and all work, it’s really about the degree of “fiddly” you want. All variants share the “Basic Illusion Adjudication” system as a core, then build off that.



Basic Illusion Adjudication 

  1. Illusions can duplicate monsters, NPC’s, spells and objects 

  2. The Illusionist must have seen the subject of the illusion before for an extended period of time or the target gets an automatic disbelief save at +4

  3. WIS and INT bonuses apply to any disbelief save

  4. To disbelieve one must remain stationary and take no other actions that round. Roll a save versus spell; if successful add +4 to compatriots' saves if they can be informed

  5. A successful disbelief save means the illusion cannot harm the victim, but it does not disappear, it does not become transparent and it can still hurt others

  6. "Disbelieving the real" e.g. trying to disbelieve something real forfeits any saving throw and dexterity bonus to AC for the target

  7. Illusion lasts until the phantasmist ceases concentration or is hit, unless otherwise specified

  8. The phantasmist must remain stationary while casting, unless noted by the spell, giving them a 2 point AC penalty 

  9. Illusionists can see through their own illusions

  10. Illusions cast during surprise get no disbelief save opportunity until after the surprise round 

  11. Anything independent with an intelligence above “non” can be impacted by an illusion:

Animals - yes

Dinosaurs – yes *

Undead - no

Demons/Devils - yes

Golems - no

Elementals - yes

Cubes and Jellies – no


All systems below share the Basic Illusion Adjudication rules.



Advanced Illusion Adjudication A

  1. As Basic Illusion Adjudication above, plus:

  2. All illusions get automatic disbelief saves, rolled every round of combat

  3. If the saves are failed then damage, AC and THACO are as the real world equivalent


Advanced Illusion Adjudication B

  1. As Basic Illusion Adjudication above, plus:

  2. Illusion damage = [real world equivalent damage x (the caster’s “to know” percentage +1% per level)] - rounded down

  3. Targets roll their “to know” percentage every time they are damaged by the illusion, if they fail they take damage as above, if they pass they disbelieve the illusion

  4. The illusion has the AC and THACO of the real world equivalent


Advanced Illusion Adjudication C

  1. As Basic Illusion Adjudication above, plus:

  2. Illusions have a damage cap of 1-3 HP per attack per phantasmist level, maximum damage equal to damage subject of illusion can do

  3. The illusion has the AC and THACO of the phantasmist

  4. Conditions for potential disbelief save:

    1. If the illusion is missing a relevant sense component

    2. If the illusion is struck in combat

    3. When these conditions do not apply but context indicates a disbelief save 

  5. Each point of the caster's DEX bonus allows them to mitigate one type 4 b) disbelief opportunity per illusion, experience also allows the phantasmist to improve on this front: every 4 levels of experience the phantasmist may mitigate 1 further 4 b) disbelief opportunity


Advanced Illusion Adjudication D

  1. As Basic Illusion Adjudication above, plus:

  2. Illusions do the same damage as their real world equivalent

  3. The phantasmist has to have been damaged by the subject of illusion for the illusion to be capable of damage

  4. The illusion will have the AC and THACO of its subject

  5. Victims get an automatic disbelief save versus illusion, modifiers are based on several characteristics:

    1. Complexity of illusion 

    2. Plausibility of illusion

    3. Caster’s intelligence/wisdom (use INT/WIS bonus)

    4. Target’s intelligence/wisdom (use INT/WIS bonus)

    5. Familiarity of caster with environment

    6. Complexity of environment

A -2/0/+2 save modifier model should be used, e.g. simple illusions -2 on saves, complex illusions 0, very complex +2 on saves, etc 

  1. Save is made when the illusion appears, then again if context demands it


Advanced Illusion Adjudication E

  1. As Basic Illusion Adjudication above, plus:

  2. Illusions do damage as their real world equivalent

  3. HD of creature that can be portrayed is limited to phantasmist’s level

  4. Level of spell imitated is limited to spells castable by the relevant caster of the phantasmist’s level 

  5. The illusion has the AC and THACO of the phantasmist

  6. Number of creatures that can be created and directed to act is limited to phantasmist’s level, however, if illusory creatures are stationary and unmoving, the limit is the number which could fit in the spell AOE

  7. Disbelief saves are required for targets of higher level/HD than the phantasmist, for all others, disbelief only happens if the illusion is significantly strange in some way




Thursday, May 6, 2021

 Building Bhakashal - New Classes - The Spellbinder


Image by Terry Oakes


Spellbinders are the shamans of Bhakashal.


In Bhakashal, the spellbinder is a practitioner of “natural” magic, e.g. as opposed to regular warlocks (magic-users) who study and memorize spells, or seers/beastials (priests/druids) who pray to the gods for them, spellbinders obtain their spells by communing with a particular group of their ancestors, otherworldly spirits who did not move on fully to the afterworld. These spirits are bound to a middle place between the prime material plane and the afterworld due to their behavior during their lifetime, and their “penance” is to be at the service of spellbinders. When called upon, they can create spell-like effects through the spellbinder, duplicating various seer, beastial and warlock spells. 


The advantages are impressive, spellbinders do not have “patrons”, they do not have to roll “to know” for spells, they do not have to find their spells, their spells have no material components, and their spell selection consists of all animal, plant and elemental spells from the seer, beastial and warlock lists. 


The drawbacks, however, are also important, and are listed below.


Stats


HD: d8


Weapons and Armor - As Beastial


Level Progression - As Warlock


Ability Requirements - STR 10 WIS 13 CHR 14


Weapon Proficiency Progression - As Beastial


Spellbinder Abilities

  1. All spellbinders have tattoos on their body, the ancient symbols provide the connection to their ancestors, they receive the tattoos from the previous spellbinder in their community when they are retiring, this passes their power to the new spellbinder

  2. Spellbinders have outdoor survival skills that allow them to survive in the wilderness indefinitely, they can hunt, fish, know enough about local flora to find food, and are able to track as a slayer

  3. A spellbinder surprises on a 3 in 6 and is surprised on a 1 in 6 while in the wilderness

  4. Spellbinders can cast 1 spell per level per day

  5. Spellbinders can cast spells of as high a level as half the spellbinder’s level (rounded up), e.g. a 5th level spellbinder may cast spells as high as 3rd level

  6. A spellbinder has to meditate and pray to their ancestors for 2 hours every day before resting, and then rest a minimum of 4 hours after this in order to be able to call on the spirits again the next day 

  7. The spirits are capricious and their motivations are opaque, they are forced to serve but they do so unwillingly, they can’t make a spell malfunction or deliberately harm their descendants, but they can mess with the spell provided, for humor, due to resentment, or any of a number of other motivations. The unredeemed dead are fickle. Sometimes they grant the exact spell the spellbinder wants, sometimes they give a related spell, sometimes they give a random spell.

  8. When a spellbinder wants to cast a particular spell (see lists below), they call upon their ancestor’s spirits to provide it, according to the following mechanic:

    1. Roll a saving throw versus spell, if casting against others use the target’s saving throw, otherwise use the spellbinder’s saving throw.

    2. Roll a natural 1: the spell fails entirely

    3. Fail the saving throw: roll for the column (d6: 1-2: Offensive, 3-4: Defensive, 5-6: Miscellaneous), then roll for the spell

    4. Roll the saving throw exactly: player picks a column, roll for the result

    5. Roll over the required saving throw: The desired spell is cast

    6. Roll a natural 20: the spell is cast at maximum efficiency (e.g. most damage, most targets, etc.)

  9. At 3rd level the spellbinder gets to re-roll one spell casting result per day, at 6th two, at 9th three, at 12th four, etc.

  10. If struck while casting a spell the spell is disrupted but this does not count against spell casting capacity for the day, spells are not “forgotten” 



Spells

First Level 

Offensive (d6)

1. Burning Hands

2. Entangle

3. Khostin’s Vermin Throng

4. Shillelagh

5. Shocking Grasp

6. Talons


Defensive (d10)

1. Affect Normal Fires

2. Animal Friendship

3. Fur

4. Invisibility to Animals

5. Invisibility to Insects

6. Invisibility to Lycanthropes

7. Protective Circle

8. Purify Air

9. Sinshara’s Astounding Salt Spray 10. Spider Climb

Miscellaneous (2d6)

2. Amillian’s Ambient Avian

3. Dancing lights

4. Devour

5. Find Familiar

6. Light

7. Locate Animals

8. Mending

9. Pass Without a Trace

10. Predict Weather

11. Purify Water

12. Speak with Animals





Second Level

Offensive (d6)

1. Cause Light Wounds

2. Charm Person or Mammal

3. Heat Metal

4. Jonnrigger’s Drive the Pack

5. Produce Flame

6. Stinking Cloud


Defensive (2d8)

2-3. Animal Senses

4. Barskin

5-6. Continual Light

7. Control Gases

8. Darkness 15' Radius

9. Eyes of the Swarm

10. Fight or Flight

11. Fire Trap

12. Jauncil Tinnobassar’s Avian Guardians

13.Presence of Danger

14. Pyrotechnics

15. Trip

16. Warp Wood


Miscellaneous (1d4)

1. Create Water

2. Cure light Wounds

3. Locate Plants

4. Slow Poison




3rd Level 

Offensive (2d8)

2. Bantar’s Dogs of War

3. Boneyard

4. Call Lightning

5. Curse

6. Dragonfly

7. Feral

8. Fireball

9. Flame Arrow

10. Lightning Bolt

11. Miasma

12. Monster Summoning I

13. Skin of the Beast

14. Snare

15. Summon Insects

16. Veen the Magnificent’s Storm of Stones

Defensive (d8)

1. Borrow

2. Explosive Runes

3. Gust of Wind

4. Hold Animal

5. Khor Khan’s Granular Projection

6. Plant Growth

7. Protection from Fire

8. Slimeskin




Miscellaneous (d12)

1. Burrow

2. Cure Disease

3. Leomund'sTiny Hut

4. Long Tail

5. Mohrgrim’s Magnificent Mount 1

6. Neutralize Poison

7. Remove Curse 

8. Saan

9. Stone Shape

10. Thunder

11. Tree

12. Water Breathing






4th Level 

Offensive (2d8)

2. Animal Summoning 1

3. Amsargoth’s Conjure the Carrion

4. Call Woodland Beings

5. Cause Serious Wounds

6. Charm Monster

7. Devolver

8. Efferenon’s Chill the Bones

9. Ice Storm

10. Mir Thensic’s Searing Steam

11. Monster Summoning II

12. Polymorph Other

13. Produce Fire 

14. Sticks to Snakes

15. Summon Lycanthrope

16. Wind Hammer


Defensive (d20)

1. Fire Charm

2. Fire Shield

3. Fire Trap

4-5. Hallucinatory Forest

6. Hive Mind

7. Hold Plant

8. Mir Thensic’s Mantle of Fiery Water

9. Parasite

10. Plant Door

11-12. Polymorph Self

13-14. Protection from Lightning

15. Protective Circle, 10’ rad

16. Repel Insects

17. Speak with Plants 

18. Wall Of Fire

19. Wall Of lce

20. Zel Austra’s Whirling Sands

Miscellaneous (2d4)

2. Control Temperature

3. Cure Serious Wounds

4. Hibernate

5. Jonigaster’s Opulent Amphibian

6. Mohrgrim’s Magnificent Mount 2

7. Rajmurangi’s Cunning Appendage

8. Remove Curse




5th Level 

Offensive (2d4)

1-2. Animal Growth

3. Animal Summoning 2

4. Crocodile

5. Hold Monster

6. Insect Plague

7. Small

8. Transmute Rock To Mud

Defensive (2d4) 

1. Anti-Plant Shell

2. Deluge

3. Fathom

4. Mordenkainen's Faithful Hound

5. Pass Plant

6. Wall of Iron

7-8. Wall of Stone


Miscellaneous (d10)

1-2. Airy Water

3-4. Animate Dead

5-6. Commune with Nature

7-8. Control Winds

9-10. Mohrgrim’s Magnificent Mount 3




6th Level

Offensive (d6)

1. Animate Liquid

2. Base Form

3. Cone of Cold

4. Fire Seeds

5. Monster Summoning 4

6. Otlluke's Freezing Sphere


Defensive (d10)

1-2. Anti- Animal Shell

3-4. Black Dragon

5-6. Call the Kingdom

7-8. Turn Wood

9-10. Wall of Thorns

Miscellaneous (d12)

1. Cure Critical Wounds

2. Fire Seeds

3. Insectivore

4. Lizard King

5. Mohrgrim’s Magnificent Mount 4

6. Move Earth

7. Part Water

8. Reincarnate

9. Stone to Flesh

10. The Mighty Ant

11. Transport Via Plants

12. Weather Summoning




7th Level

Offensive (2d6)

2. Ancient

3. Animate Rock

4. Charm Plants

5. Conjure Earth Elemental

6. Creeping Doom

7. Delayed Blast Fireball

8. Firestorm

9. Firrwin Hollinshae’s Release the Beast

10. Monster Summoning 5

11. The Swarm of Horus

12. Underworm

Defensive (d4)

1-2. Earthquake

3-4. Transmute Metal to Wood

Miscellaneous (d10)

1-2. Mohrgrim’s Magnificent Mount 5

3-4. Chariot of Sustarre

5-6. Control Weather

7-8. Lower Water

9-10. Wind Walk




  Building Bhakashal – Session Report We’re Back! We broke for the year back in June and started back up this weekend, my Thursday group...