Friday, February 5, 2016

A Human Sub-Race for LL and AEC: The Seventh-Born

A while ago I started converting magic users from Chivalry and Sorcery to OSR D&D. I created the Primitive Talent magic user, a kind of add-on class that combined with other classes. I really didn't like the design, so I've rewritten it as a human sub-race for Labyrinth Lord and AEC. This allows it to operate without complicating class. The Seventh-Born is a reference to the magical abilities that folk tales give the seventh son of a seventh son, etc.

Human Sub-Race: The Seventh-Born

Requirements: WIS 12

At the dawn of mankind, life was a struggle to survive. Humans had several natural advantages, including intelligence, community, and tools. Magic was one of those tools. Often the seventh child and their descendants could do things others couldn't. In the mists of time, there were no teachers nor books from which to learn spellcraft. These persons gained talents from life experience, not because someone told them how to do it. These are the Seventh-Born. Their heritage remains in humans through the present.

The seventh-born can cast spells, but they cannot learn spells from teachers or books, nor can they create magic items nor research new spells. They do not memorize, but must sleep and meditate to regain spells. They can cast up to their level in spells per day. They can use magic items made by other magic users. A seventh-born does not spend long hours studying spells, so they can be any character class. The initial list of spells a character knows is based on social class:

Yeoman or Serf
Animal Invisibility
Detect Magic
Divine Weather
Protection from Evil
Charm Person (if CHA = 16+)

Townsman
Detect Magic
Hold Portal
Protection from Evil
Read Languages
Charm Person (if CHA = 16+)

Guildsman
Detect Magic
Protection from Evil
Read Languages
Read Magic
Charm Person (if CHA = 16+)

Nobleman
Detect Magic
Locate Creature
Protection from Evil
Read Magic
Charm Person (if CHA = 16+)

The GM picks (or randomly rolls) an additional spell for every 10,000 XP the character gains. Magic User and Cleric spell lists (and Druid, if using AEC) are eligible. Spells are limited to level equal to half the character's level, rounded up. For example, a level 3 seventh-born fighter can have 2nd level spells.

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