Another School of Magic for spells-without-level Lamentations. This one collected from Greg Gillespie‘s three megadungeons.
Cast away!
Cast off?

Another School of Magic for spells-without-level Lamentations. This one collected from Greg Gillespie‘s three megadungeons.
Cast away!
Cast off?
Imagine if D&D were created not by
but by
and you end up with
Even though the inhabitants of the swamp have seen off
they still have to contend with
It’s really good, in a Dark of Hot Springs Island and Frostbitten and Mutilated sort of way. And I think the intended feel is more like a combination of those two settings than that of the clips I’ve linked here. But I’ll be running it with dose of Shrek, so there it is.
Woodfall is a system-neutral drop-anywhere mini setting. Like the best of OSR books it’s bursting with good ideas that can be used all together as written or mined out for use piecemeal wherever you want. And while its Renaissance Era lens typically gazes at D&D, Woodfall could just as easily be dropped into a RuneQuest, Tunnels & Trolls or WFRP campaign. I mean, it does have mutants and unique monsters (Chaos, I’m looking in your direction). I could go on about it but it’s easier if you just go check out the preview on DriveThru. And then buy it.
I’m glad I opted for the hardcover. It’s a tight, sturdy little number designed to be useful at the table. Game books aren’t novels, they’re tools; Lazy Litch clearly understands that.
[And because I hear Dennis narrating every time I read it, I’m taking the liberty of appending two titles to Woodfall’s Appendix N (pg 92):
and
It’s one helluva drug!]
My “final” Schools of Magic for spells-without-level Lamentations. This is it. I “promise.”
This spell list comes from Dungeon Crawl Classics. One great thing about spells in DCC is their built-in success and Misfire tables, one per spell. You can just go with them as is and for successes — as a short hand — use the effect listed for rolling a 20. Twenty plus Intelligence bonus allows smarter Wizards to get a bit more oomph out of their spells. Or since all DCC spells have eight levels of success, you can roll a d8 and go with the result. This could make the effects of spells pretty swingy though, so you’ll have to give it some thought, based on the kind of game you’re after. Personally I prefer 20 + Int bonus; it keeps the range of effects fairly narrow and makes a Wizard’s Intelligence directly relevant to spell casting.
And Miscasts are easily handled by rolling a die on the spell’s Misfire table. Boccob’s yer uncle!
And here’s a School of magic I recently stumbled across on DriveThruRPG:
[Credit where due: I found the illo above HERE. Nice work there.]
Roll a d7 to determine which Circle of Madness was your alma mater:
*: Child Mob reminds of How Many Five Year-olds Could You Beat in a Fight? So good.
A number of these spells are pretty cool; I suspect Joeskithedungeonbrawler [Praise Crom, he’s BACK!] was at least a contributing editor. Your opinion of him will probably colour your reaction to the seven volumes (so far?) of Magic Madness.
Finally, here are a few pointers to using all these Schools of Magic in spells-without-level Lamentations:
One spell can be memorized per level (per Vaginas are Magic).
A wizard starts with three spells (plus or minus Intelligence bonus; minimum one, maximum six) copied from his School’s precious tomes.
A wizard can choose either his School of Magic or his starting spells, but not both.
If he decides to choose his spells there are two caveats:
When rolling for School of Magic, roll 1d12 and a second d12 as a check die. If both dice are doubles of either 1 or 12, the “Wizard” is in fact a Sorcerer a la Wonder & Wickedness (12/XIV). If not, see the list below for the result of the main die:
Schools of Magic
That is all.