So, yesterday I made a couple of test posts, after installing a new blog editor. I didn't want to title it "Test Post, Please Ignore," because then no one would have come to visit me. :) So, I posted a picture of a Hot Elf Chick. I got 300 hits. That's more than I get on Saturdays! Without further ado, the Magic-User! (Plus a Hot Chick!)
The Warlock - Julian Sands, travels through time, to find the infamous Grand Grimoire. If he had arrived just a few years later, he could have simply downloaded a copy. Fun movie!
Then priest of the Instrumentality, Syzygy Darklock, after paying the first Price for his vast increase in magical power. From The Price by Jim Starlin.
No, I'll never see Arnie as Conan, but I did enjoy the film. If I forget about the real Conan and see it as a decent swords & sorcery flick, I still enjoy it. Akiro the Wizard.
Ulrich from Dragonslayer. One of my favorite movie Wizards.
That Bitch! :)
"Goodbye, Mr. Burton."
"Master of Black Magic." Hee.
I'm glad I'm not a Tolkien purist. No offense intended, to Tolkien purists.
Zeddicus Zu'l Zorander. I've never read the books, but I've been enjoying the Legend of the Seeker TV series. Tabrett Bethell's Cara, has something to do with that.
Please update your links to my new blog at http://dreamsofmythicfantasy.blogspot.com/
Wednesday, June 30, 2010
Third Times the Charm - Once Again, The Magic-User (Plus another Hot Chick!)
Thursday, May 6, 2010
Again, The Magic-User
The Mad Archmage, himself. This guy alone, makes me want to run Greyhawk!
Confession time! I haven’t read Vance. I might rectify that, tonight. Or, maybe this weekend.
Theleb K’aarna. It’s been many, many years, since I’ve read the Elric series, but my recollection of Elric’s struggle with the Pan Tangian sorcerer, has always remained vivid in my mind. Very, very cool Otus pic as well.
While I preferred The Dragon by far, White Dwarf had better art.
The most famous Lich who ever… unlived.
The cover of Knockspell #1 and one of my favorite pieces by Peter Mullen.
![[fantasywargaming.jpg]](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1Sj1NmYvY2zy6t9CnECHzLtfG-uk4sqyu_sGNqu0kNrKVVKx4QoSD58Bxa7kEkWm21OYh1cXtfXyMDQ3urum3L0GjaO_you9zeRuZtvkYMEAdktBd-potMkGmT7cyvCbPEWgcbnON4iXz/s1600/fantasywargaming.jpg)
I don’t know why, but I’ve always been strangely fascinated by this little book. A copy sits upon my shelf and occasionally, I’ll take it out and read a little bit. There’s some useful information on running a feudal setting, though it’s certainly an inferior source, compared to the magic box you’re using now. I think it’s just that judging from the whole atmosphere of the thing, it seems like it should be really good. It Feels cool. Instead, it’s a game that people seriously doubt is even playable. Haven’t tried, myself.

Nicole Williamson, again. I watched this for the first time in years, a couple of weeks ago. I still love the film. Nicole Williamson’s performance is still brilliant.

My last post in this series, didn’t feature Gandalf. This is how I like to remember Gandalf the Grey.

John Picacio’s cover art for the third book in Del Rey’s new Elric re-issue. I think he’s done a fine job with these. I don’t know whether to laugh or cry, when I see a Brawny Elric.
Monday, May 3, 2010
The Magic-User’s Turn: Random Table of +1 Staves
Ah, the Magic Staff. I’m not sure where or when the Staff became the iconic weapon of the Fantasy Mage. Gandalf, maybe? In the European Grimoires, there are dozens of implements, tools, weapons, etc., which the Magus must make, consecrate and utilize. In the later Hermetic Traditions, the Wand, Cup, Dagger and Pentacle of the Tarot/Elemental scheme are traditional, with A Wand usually being the preeminent weapon and a few other tidbits thrown in. Like a Sword, often used in rites of Evocation (that’s Conjuration/Summoning in D&D terminology.)
I’m not nearly as conversant with Wicca and Neo-Paganism, but there may be some tie-ins there.
If I recall correctly, some staves are utilized in the Key of Solomon, along with a whole toolkits worth of consecrated toys. Maybe there’s something in Agrippa? Regardless, it seems to be an association made in recent times and to be largely confined to literature. Did any of the old Authurian stories, feature Merlin with a staff?
Ah, Moses had a Rod. Osiris had his crook (the whole shepherd thing ties in, I think.)That’s close. There may be some other Biblical, Qabalistic, Egyptian, etc., references which I’m not recalling, that are relevant as well.
Regardless, I like the Staff, as well as the imagery and symbolism associated with the Old School D&D Magic-User. Mr. Gygax did a fine job, weaving various strands of information and imagination, to create the Kick-ass, Vancian casting, Staff wielding Magic-User of Dungeons & Dragons.
So, here’s ten Magical Staves, for the low-level MU in your campaign. Once again, I’ll be using Labyrinth Lord/AEC as a basis for the rules. I rarely use the “Charge” model for Staves, so none of these will be powered in that fashion. I still have at least one more Swords post to go, but plan on stopping at +4. At the level where I would give out a +5 sword, that final little plus is totally superfluous and the +4’s are bad-ass enough. Now, for the Staves!
The following is declared Open Gaming Content.
1. Staves of the Abyssal Convocation
The Staff is made of a rich, cream colored wood, highly polished and burned into the wood are characters in an abyssal language, forming blasphemous words, which run in a spiral from the top of the Staff, to the bottom.
Created by an order of Magi, dedicated to working with certain Demonic Princes, these Staves were created for the use of their apprentices, as a means of both empowerment and to further bind them to their master’s schemes.
There are only 12 of these known to exist and each one is unique in both appearance and powers.
The Staff will add +1 to each die when a damage dealing spell is cast. It can cast the following spells, 1/day: Magic Missile, Darkness Globe, Scare.
2. The Old Wooden Staff
Just a simple, gnarly, wooden staff, created by an unknown mage.
The Staff is completely unheard of and might be found in the lair of an unintelligent beast, waiting to once again be brought into the world of men.
The Staff will store Three spell levels. In addition, the Staff will vibrate, when the head is pointing towards True North.
3. Blackoak Blaster
The staff is Made of lightening struck oak and features char markings, which have formed themselves into sigils of power.
The first magic item created by Azmenon, a mage who enjoyed a certain amount of local fame, the Staff was stolen by a henchman and has been making the rounds, as it were, for decades.
1/day, the Staff can cast a 6d6 Lightning Bolt. 3/day, on a successful To Hit, the Staff will deliver an Electrical Charge, doing 2d6 points of damage to the target. The Staff will also absorb and neutralize half the damage of any Electrical attacks, aimed at the wielder.
4. Mama’s Boomstick
An iron staff, featuring flecks of rust, which shift, form and reform themselves into various sigils.
Created by Mama Pearl, an ancient Mage and Chef, the Boomstick was taken in battle by the Lich Bezimir. Unable to unlock all of its secrets, he sent it out into the world, occasionally scrying on the current wielder, to see if the means of accessing the items deeper powers have been found.
1/day, the Staff can release a 6d6 Fire ball. It can cast Manipulate Fire, an unlimited number of times.
Any deeper secrets of the Staff are left up to the LL. I think that Mama Pearl fooled Bezimir somehow and there’s really nothing else to the item. Just a convenient excuse, for having a Lich keeping tabs on the party.
5. Hairy Henry
A gnarled, wooden staff, covered in green, hairy Algae.
The Staff was created by a Demi-God, for purposes unknown.
2/day, on a successful To Hit, the victim must make a Save or some of the Algae will attach itself to his form, growing rapidly, as it begins to eat away at and replace his flesh. The victim will take 1d6 point of damage, per round. Armor will provide some protection and it will take 1d3 rounds for the Algae to work itself into the crevices and over the Armor, before it can get at the flesh, beneath. The Algae may be removed with fire, which will instantly kill it and cause another 1d4 points of damage to the victim, for each round the Algae was active. Also, a Cure Disease will do the trick. Healing spells and potions will also suffice, killing the algae and healing the victim, but unless all the damage is healed, some of the Algae will remain to continue its attack. The Magic-User must speak a Command Word to activate the power of the Staff.
6. Utility Staff
A highly polished, dark wood staff, with etched sigils, the cavities of which are filled with a fine ruby dust.
A common enough type of Staff, several variations of the design may be found.
The Staff can cast the following spells, 2/day: Detect Magic, Light, Unseen Servant, Knock. The following can be cast 1/day: Fly.
7. The Conjurer’s Trick
The staff is made of transparent, glass-like steel. It is hollow, with swirling colors, shifting and flowing, within. When the powers of the staff are invoked, the colors form themselves into sigils of power, which flash brilliantly.
The Archmage Auzur-Ghan created this Staff for his lover, Dyanita. Lost centuries ago, when the Lady delved too deeply into a dungeon, it’s current whereabouts are unknown.
2/day, the Magic-User may cast any Summon Monster spell, which he is capable of memorizing and has scribed into his spell book. 1/day, the Staff can Banish any Summoned Creature. The chance of success is the same as that of a Dispel Magic, based upon the Caster’s level or the minimum required to cast Dispel Magic, whichever is greater.
8. Staff of the Duelist
A Black Wooden Staff, topped by a Large diamond. The etched sigils, which run up and down its length, are filled with diamond dust.
This item was created by Hyumenos the Duelist, a Mage known for challenging and slaying others of his kind. The Staff is well known amongst lesser Mages and there are those who will hunt down its wielder and attempt to attain the item, though rarely in a direct fashion.
If a Magic-User Spell is cast directly at the Wielder, he may make a Save at +4 (even if a Save is not usually applicable) and if successful, the spell will rebound upon its caster, who must make a Save at his normal chance of success, or be effected by his own casting. If this latter Save is successful, the spell will then dissipate. The Staff will not so function, in the case of Spell-like abilities, or other non-Vancian forms of Magic.
1/day, the Staff may cast a Lesser Globe of Invulnerability. The Rebound effect detailed above, will not function when the Globe is utilized.
9. Yaerondin’s Support
A thick thigh bone from a Storm Giant, yellowed with age and Iron Shod on both ends.
Created by a Evil Mage from the remains of the Storm Giant Gathol the Red, the Staff has had several wielders over the centuries and rumor has it that there is a curse, which will eventually lay-low anyone who dares to carry the ghoulish trophy.
The Staff can cast Animate Dead, 1/day at 11th lvl. Each time the staff is so used, there is a 1% chance (non-cumulative) that the creatures animated will instead become Wights, who will then turn upon the wielder of the Staff.
10. Staff of Green Chaos
A lime green wooden staff, adorned with black pearls and tiny fragments of various precious stones. The headpiece is a small, circular bronze claw of metal, which grasps a glass sphere. Inside the sphere, the eye of an elf, floats inside a lime green liquid. Visually, an eyesore.
The last magic item created by the Magus of the Seven Masks, the item was last seen in the lair of a Green Dragon, some 60 years ago.
The Staff will store 5 Spell Levels. 1/day, the power of the staff may be invoked, shooting forth a green beam of force, which hits one creature automatically and necessitates a Save vs. Death at –2. If the Save is failed, the victim will suffer one of the following effects:
- All the water in his body will turn into Green Slime.
- His bones will turn into a green, pasty, mashed potato like substance.
- His eyes will burst into green flames, liquefy and run down his face.
- He will be Polymorphed into a Frog.
- He will be turned into a Green Fleshed Berserker, with –5 to Intelligence and +5 to Strength, for 2d10 turns. He will attack anything and everything, starting with the nearest creature.
- He will vomit forth Chlorine Gas, for 1d4 rounds. The reaction will be too violent for the victim to control and the LL should determine the direction, randomly. Afterwards, the victim will be permanently immune to Green Dragon Breath.
Thursday, March 25, 2010
The Familiar: House-Rules & Random Tables
The AD&D spell Find Familiar, may have been the first aspect of the game I ever house-ruled. As written, it sucks! Unless you get lucky, you’re cursed with having to take care of a weak little pet, which does little more than grant a few extra hit points. Granted, the HP’s are welcome. But these familiars are so damned fragile, they’re doomed from the start. Right off the bat, I was having to save their asses by fiat. Let’s face it, one decent Fireball and they’re toast! I pretty much immediately decided that they were off limits. They’re just too easy to kill!
The second thing I decided, was to come up with familiars that were as entertaining as the Imp and Pseudo-dragon. Often, I would let players design their own, or at least solicit their input.
Lastly, I beefed up their hit points a bit, while limiting the amount which was transferred to their master.
My new take on the little buggers, is that they’re creatures of spirit taking a physical form. If killed, they’ll reform their physical body in 24 hours. During that time, the MU will lose any benefits he gained from the creature, but suffer no other penalties. In the case of Infernal or Demonic familiars, different rules apply.
The Following is declared Open Game Content.
Table 1 – The Familiar – In addition to the powers listed, the familiar will be able to grant the caster access to its senses. Applicable bonuses, for searching and so forth, may apply. All are capable of speech, because I like having a pretty much permanent NPC to role-play. All may communicate telepathically with their masters.
d20 | Appearance | Stats & Powers | Powers Granted to the MU |
| 1 | A small Green Serpent. Red Eyes. Has Feet. | 2HD AC 7. Bites for d2 dmg. Save vs. Poison, or Sleep. | 4 extra HP. May memorize one Extra First Level Spell. |
| 2 | A small Purple Toad, with yellow teeth and a permanent grin. | 2HD. AC 7. Bites for d1 dmg. Can Cast Phantasmal Force, 1/day. | 4 extra HP. It’s secretions are a powerful entheogen. The MU partakes, learning spells while experiencing the effects. Spells are inscribed into the mind of the toad, while in the same state. Immune to 1st & 2nd lvl Illusions. |
| 3 | An obsidian Panther. Yellow eyes. | 4 HD AC 4. dmg 1d4/1d4/1d6. Hide, Move Silently and Climb as an 8th lvl Thief. Can cast Dimension Door 1/day (Familiar & Caster only) | 4 extra hp. May Hide and Move Silently, as a 5th lvl Thief. |
| 4 | An old, brown, Hound. Looks very lazy. | 2 HD. AC 7. dmg 1d4. Can communicate with animals. Detects Poison. | 4 extra hp. +1 to all saves. |
| 5 | An Undead Brownie. Dressed in brown robes. | 2 HD. AC 7. Undead immunities. May be Turned as an Infernal Category Creature. Can cast the following, 1/day: 1st lvl: Magic Missile, Erase, Ventriloquism, 2nd lvl: Darkness Globe, Shatter. 3rd lvl: Suggestion. All as a 5th lvl MU. Knows a formula for lichdom. | 4 extra hp. 30% Resistance to Sleep & Charm. +2 to saves vs. Fear. –2 Reaction Bonus when dealing with Intelligent Undead. |
| 6 | A miniature hag. Very long fingers and nose. | 1 HD. AC7. Can vomit forth a random potion, 1/week. Wears a shawl, upon which will always be inscribed 1 random MU spell of 1st or 2nd lvl, which is replaced upon casting. Only the hag can cast the “scroll.” Casts at minimum lvl for the spell. | 4 extra hp. –20% to costs/time for brewing potions & creating Scrolls. |
| 7 | A Silver Hawk, with black eyes and talons. | 3 HD. AC 5. dmg 1d3. Sonic Scream attack 2/day for 3d6 dmg. | 4 extra hp. The MU can store up to 3 spell levels inside the familiars mind. |
| 8 | A small, anthropomorphic Squirrel, dressed in plate and wielding a +1 sword. | 3 HD. AC 0. dmg 1d4 +1. | 4 extra hp. +1 to all saves. |
| 9 | A small, anthropomorphic Lion, dressed in leather and chains. | 2 HD. AC 6. dmg 1d4. Breath Weapon: Fire for 2d6 dmg. May cast the following spells, 1/day: Detect Magic, Feather Fall, Burning Hands, Mirror Image, Rope Trick, Summon Monster I. | 4 extra hp. Breath Weapon: Fire for 2d6 points of damage, +2 per level, 1/day. |
| 10 | A Red Goblin, naked, with dancing eyes and a disturbing laugh. | 1 HD. AC 7. Can see invisible creatures. Immune to Fire. | 4 extra hp. + 10% to the effectiveness of all Fire based spells. + 2 to saves vs. Fire. –2 Reaction Bonus when dealing with creatures from the Elemental Plane of Fire. |
| 11 | A beautiful, humanoid, Fae creature. | 2 HD. AC 7. Can cast Charm and Suggestion, 1/day, each. | 4 extra hp. 30% Resistance to Sleep & Charm. Any Enchantment/Charm type spells cast by the MU, are at 10% increased effectiveness, as regards to duration, Save difficulty, etc. |
| 12 | A red, extremely furry Bat, with horns. | 1 HD. AC 8. Can detect invisible creatures. Breath Weapon: Sonic Attack for 2d6 points of damage, 2/day. | 4 extra hp. If an open slot is available, the MU can “Double” one of the spells he has memorized, 1/day. |
| 13 | A miniature Blue Dragon, carrying a small, blue staff. | 2 HD. AC 5. Breath Weapon: Lightning for 1d6, 2/day. | 4 extra hp. The MU can store up to 3 spell levels in the familiars staff. |
| 14 | A short, fat, bald, ugly, naked humanoid; yellow in color, with horns, a tail, and fur in odd places. | 2 HD. AC7. A Sage. Major Field: The Outer Planes. Minor Field: Culinary arts. Knows the True Names of 1d6 demons. | 4 extra hp. The MU is given a spell to add to his spell book, each time he gains a level; this is in addition to any others he may gain for level increase. 1/day, the MU may recall one spell, which has been previously cast. |
| 15 | A Green Jackal. Disturbingly wise. Has the poise of Dr. Who. | 2 HD. AC7. dmg 1d4. Can Detect Magic. Immune to Fear. | 4 extra hp. Spells cast are at –1 to save against; spells with death effects are at –2. (Bonus to overcome MR, if applicable.) +2 to saves vs. Fear. |
| 16 | A tiny, Yellow and Red Mushroom Man. | 1 HD. AC 3. Can secrete a contact poison, 1/day. | 4 extra hp. +1 to the MU’s Charisma. A Reaction bonus of –4 when dealing with Faerie Creatures. |
| 17 | A Big Black Cat. White eyes. Collar has a small charm, of absolute darkness. | 1 HD. AC 6. Can Dispel Magic 1/day, at 11th lvl. The charm can be used to create a Globe of Darkness, 1/day. | 4 hp. Grants a +1 Bonus to saves. |
| 18 | A white Mouse, with large ears and golden eyes. | 1 HD. AC 4. Can Detect Magic. 30% chance of being able to identify a magic item. | 4 hp. Increases the effectiveness of all damage dealing spells, adding +1 to each die of damage. |
| 19 | An Owl, white and red. Has ram-like horns. | 2 HD. AC 6. Can shoot a pair of Magic Missiles, from its eyes, 2/day. | 4 hp. Once per day, the MU can cast a Magic Missile spell from the mind of the Familiar. The granted spell, will be based on the MU’s casting level, but will grant one extra missile. |
| 20 | A Miniature, Purple Pig. Tattoos of strange sigils, in red and yellow, adorn its form. | 2 HD. AC 7. Can eat anything. Immune to poison. | 4 hp. Can eat anything. Immune to Poison. Can memorize one extra 1st and 2nd level spell. |
Table II – Quirks and Maintenance
d20 | Quirks |
| 1 | Amoral. Always advising the Mage to commit questionable acts. |
| 2 | Feeds on Blood. |
| 3 | Flatulent. Loudly, so. |
| 4 | Has an alarming habit of charging into battle. |
| 5 | Extremely protective and jealous of its master. |
| 6 | Kleptomaniac. |
| 7 | Thinks everyone else is an inferior life-form. |
| 8 | Doesn’t understand the concept of Lying. |
| 9 | Likes to spend it’s spare time, plotting out ways to kill the other party members. |
| 10 | Will fall in love with another member of the party. |
| 11 | Always eating. Will complain loudly, if no food is available. |
| 12 | Narcoleptic. |
| 13 | Thinks the MU is a god and the other party members are his slaves. |
| 14 | Practical Joker. |
| 15 | Will attempt to fornicate with anything that will let it. |
| 16 | Quick to anger. Will become violent, if not reigned in by its master. |
| 17 | Has OCD. |
| 18 | Paranoid. |
| 19 | Greedy. |
| 20 | Has a secret plan, which it’s hiding from its Master and everyone else. |
Thursday, February 11, 2010
Ladies and Gentlemen, I Give You, The Magic-User
Ok, it’s been a really, really busy week and I haven’t had very much time for writing. I’ve been working on some campaign stuff, but the shit just isn’t coming together. I’ve been in a foul mood for days, so I should probably give it a rest for a little while. Too obstinate for that, though.
While I wasn’t nearly as impressed with the author’s magic system, as the cover blurb wanted me to be, Master of the Five Magics was still a good read.
In the traditional lore, when the Magus attempted to summon an angel, demons would appear and attempt to hinder his work. There is more than one interpretation as to what that means. The Magician is inside a Magic Circle, which has been fortified by various names of God.
Erasmus Craven, from The Raven. Great film. One of my favorites. Had very little to do with the poem. GG’s inspiration for the Shield spell.
Aleister Crowley in full regalia.
Nicol Williamson, so owned that role.
I need to get a print, of this. One of my favorite Frazetta pieces.
Was Mordenkainen the first D&D Arch-mage?
John Dee. Advisor to Queen Elizabeth I. In his time, he was widely regarded as the finest mind of his generation. If you’ve never heard of him, you can blame modern prejudices, which have little respect for Renaissance Era Religious Theoreticians. Or, those of any other era, for that matter.
I finally tracked down a copy of this book, only available in a Signed, Limited edition. The asshole who sold it to me, via ebay, lied when he said it was an unread copy. Just as well, I was planning on reading it, anyway. Amongst other things, it collects the various short stories by Tom Piccirilli, which feature The Necromancer and his familiar, Self. That’s The Necromancer in the center, looking like he’s already half-way to Lichdom. The character is also the protagonist of the author’s novel, A Lower Deep.
Wednesday, January 20, 2010
The Magic-User, Of Course
I’ve always preferred DMing, but, on occasion, I’ve had the opportunity to actually play an AD&D character. When the stars aligned and I got the chance to roll one up, I would almost always, choose to play my favorite class. The Magic-User.
I love every aspect of role-playing an AD&D MU. I love being a low level Prestidigitator, living by my wits. I love being a powerful, name level Wizard, though, the highest level I ever managed to work one up to, was 12th. I love choosing which spells to memorize and finding new and creative ways to use the ones I chose. I love awesome spells like Disintegrate and weird little wonders, like Rope Trick.
I love spell management, especially at low levels. I love holding back, knowing I’m not casting one of my few, precious spells, yet. I love knowing the time’s right and pulling out the Magic-Missile, Sleep spell, or, finally, a Fireball.
I love flaming oil. I love having my back against the wall and having no choice, but to grab my staff and roll a to hit. I love that we never had a “15 minute adventuring day,” because, we weren’t wussies.
I love having to grapple a were-rat, because I’m out of spells, we’re all 1st level and no one has a magic weapon (thanks, Darren.) I love having both my arms, cut off by slicer-beetles (thanks, Joey.) I also love my Ring of Wizardry, which doubled my First Level spells (thanks again, Joey.) I love First Level Spells.
I love Vancian casting.
I love the fact, that the one and only time, I cast Find Familiar, I got a Faerie Dragon.
There are, a few things, I regret. I never got an Imp familiar. I never cast Cacodemon. I never created a magic item. Strangely enough, I never created a new spell.
Maybe someday.
Wednesday, October 28, 2009
Grimoires of the Pact Insidious
If the character opts to use the spellbooks, the following will occur. If the character is evil, there will be no further effect, there being no way for the item’s other properties to activate. If the MU is good or neutral, then, when next the MU gains a level, any unused slots in his Maximum Number of Spells bank will be filled and recorded in the book, up to and including those gained by his level increase. It will not be necessary to check his Chance to Know these spells, it will be as if the character already made the check (he did.) Furthermore, as long as he is using the book, he will always be able to Know the maximum number of spells possible. The spells which appear in the book (to be chosen by the DM) will contain some of the usual, popular choices, as well as some utility spells and one or two (more if many slots are available) of a dark, or evil nature. This phenomenon will occur whenever the MU gains a level. Furthermore, entries will begin appearing in the books, written in the Character’s hand, detailing and discussing various things related to magical research, including some of the darker aspects of the art.
At any time, the MU may rid himself of the books, by availing himself of Remove Curse and similar methods. If he does so, the spells known slots which were filled will be emptied, save for in any cases where the MU memorized the spell. All other phenomenon associated with the books will cease. Otherwise…
The second time the MU gains a level with the books in his possession, in addition to the other phenomenon, he will experience the following:
1. A higher percentage of evil spells will begin appearing. Necromancy,
2. A strange Augury like experience will assail him up to once a day, wherein the MU will know the result of an action he could take. This will only be in cases where such an action would be advantageous.
3. The MU will begin sensing the presence of another consciousness when using the book. Once per week the MU may Commune with this other consciousness, per the spell. It will have the knowledge and experience of a 16th to 18th lvl MU. The other awareness will not answer any questions regarding its origin, identity, or the books. It will promise a great destiny, wealth and power, and give useful advice to this end. There is a 1% cumulative chance that instead of the normal Commune, the MU will suddenly be assailed by a feeling of dread, and a desire to destroy the Spellbooks; this feeling will seem to come from both himself and the other awareness, and the MU may make an Ego check vs. his own stats and level, with a 5% bonus added for each time the dreadful experience has previously occurred. If successful, the MU will instantly know the nature of the books and the awareness he has been communicating with.
After a third level has been gained, if the MU still has not rid himself of the item and has not changed his alignment to evil, he will find himself assailed by situation after situation, where acting in an evil fashion will produce very personally beneficial results. (He is being influenced at other than conscious levels and that it what is leading him into such situations.) If he is still trying to hold onto a good alignment, the situations will tend to be ones where “the ends justify the means,” could easily come into play. Images and Dreams of attaining great wealth and power will assail him constantly. Furthermore, the following will occur:
1. The new spells appearing will be of the sort a truly evil magician would prefer and choose. The notes will begin giving formulae for Lichdom, true names of demons, and similar details.
2. The Augury sensation will continue, but it will only suggest and show forth results of decidedly evil actions, unless the MU has become evil, in which case, the augury will function as above.
If the MU still retains the books, this phenomenon will continue until he reaches 12th level. At this point, he is stuck with the spells known, regardless of what he does with the books. He will also gain enough experience with magic-use, and the other awareness, to realize what has happened. The other awareness is an evil
