Showing posts sorted by relevance for query half levels. Sort by date Show all posts
Showing posts sorted by relevance for query half levels. Sort by date Show all posts

Sunday, 2 December 2012

Half-Levels REVISED


Half-Levels:  An Optional Multi-Classing System for the Dungeon Crawl Classics Game
By Daniel J. Bishop

Revised 9 Dec 2012


At some point, players ask why their halfling cannot become a thief.  Or why their warrior cannot also become a cleric.  Half-levels are my answer to this.

If a human wants to take levels in another class, he must first take a half-level in the new class.  Once this is done, he can take levels in his original class or his new class at will, whenever he has enough experience points to gain a new level.  After the half-level, the first level gained in the half-level class is 1st level.  Gaining a half-class level is exactly like gaining a level in terms of XP requirements.

Things work a little different for demi-humans.  Demi-human classes do not have half-levels.  An elf who takes the Elf class always gains the full first level, even if he has taken levels in other classes.  The same is true for halflings and dwarves.  However, if an elf wants to become, say, a thief after gaining his first 10 XP, then he must take a half-level first.

It is possible to gain three or more classes by taking multiple half-levels.

The following general rules apply:

  • All classes gain a full Hit Die, as though they had taken a standard level in the class.
  • Attack bonuses, saving throw bonuses, and caster level do not “stack”; the character takes the best attack bonus offered, and the best saving throw bonus for each category offered by any of his classes.  Caster level is determined on the basis of each class, so that an elf wizard would have an Elf caster level and a Wizard caster level.
  • In my home campaigns, a specific relationship with the gods is one of the things that sets humans apart from demi-humans, so no demi-humans may take half-levels or levels in Cleric.  Check with your judge to see if this restriction applies to his or her campaign milieu.
  • In my home campaigns, halflings are not skilled in magic, so no halfling may take a half-level or levels in Wizard.  Check with your judge to see if this restriction applies to his or her campaign milieu


Class
Attack/Deed Die
Crit Die/Table
Threat Range
Action Dice
Max Spells
Luck Die
Ref
Fort
Will
Cleric
+0
1d6/III
20
1d20
2
-
+0
+0
+1
Thief
+0
1d5/II
20
1d20
-
d2
+1
+0
+0
Warrior
+d2
1d8/III
20
1d20
-
-
+0
+1
+0
Wizard
+0
1d4/I
20
1d20
2
-
+0
+0
+1

Special rules for each class follow.

Cleric

  • Caster Level is 0.
  • Turn Unholy is gained.
  • Lay on Hands is not gained until 1st level.
  • Divine Aid is not gained until 1st level.


Thief

  • Thieves’ Cant is not learned until 1st level.
  • Skill bonus for all thief skills are ½ the listed 1st level value, rounded down.
  • Cast spell from scroll is 1d10 regardless of alignment.
  • A halfling thief gains the better of his Halfling stealth bonus or his Thief bonuses; they do not stack.
  • A halfling thief rolls a Luck Die, but always gains a benefit of 2 or more.  If the halfling thief acts as a Lucky Charm, the benefit is always based off of his Halfling class.  A halfling thief only regains 1 point of Luck each day (not 2).


Warrior

  • With a d2 Deed Die, a ½ level Warrior cannot perform Mighty Deeds.
  • The warrior’s Lucky weapon can be chosen at either the ½ level or at 1st level, as determined by the player, but the bonus is not in effect until it is chosen.
  • A warrior (or dwarf) who also has an attack bonus from another class always gets the better of his attack bonus or the result of his Deed Die, whichever is better.  Whether or not a Deed succeeds is always dependent upon the Deed Die roll, however.  The result of the Deed Die is added to damage as normal.
  • A dwarf warrior gains the better of his Dwarf Deed Die or his Warrior Deed Die; they do not stack.

Wizard

  • Caster Level is 0.

Friday, 3 August 2012

Multi-Classing DCC Style: Half Levels


At least one of my players would like a multi-classing option, and I am inclined to be obliging, but the nature of the DCC RPG seems (to me) to preclude easy multi-classing. I certainly don't want a character to take one level of each class, and then get all of the resultant benefits! But, it has been pointed out to me that a character like Conan or Tarzan would be better modelled by allowing some form of multi-classing. Also, of course, there is the desire of some to play an Elf Wizard or a Halfling Warrior.

So, what I am planning on doing is this: I am going to write a half-level progression for all of the human classes. If you are a Halfling, and you want to be a Warrior, your first level only gains you the benefits of the half-level. Likewise, if you are a human Warrior and you want to practice thievery as well, you can take a half-level in Thief. After the half-level, you may use another advancement to gain the full 1st level benefits of the Thief class.

In other words, I am envisioning that one could have a third level character who was a Warrior 1/Cleric 1, who has 3 full Hit Dice, and who can then progress as either a Warrior or Cleric without further difficulties. A character two wished to have three classes would have to be 5th level before he was 1st level in all three classes.

I am not envisioning demi-human half levels, because the demi-human levels are the base and should come naturally. Also, the half-level fee would be paid before multi-classing into the demi-human class, as described above.  There will probably be limitations to classes allowed demi-humans as well, in order to better follow the Appendix N feel of DCC.  For example, no Elf Clerics!

If there is interest in this idea, I will write it up for Crawl!. It is certainly going to be playtested in my home campaign.

Thursday, 24 August 2023

Half-Levels Revisited: An Example

I was asked to provide an example of how this system works. As I am nothing if not obliging, here you are:

Steve gets through the funnel, and his only surviving 0-level PC is an elven barrister. He really wants to play a thief, so he decides to take a half-level in thief. His PC is considered to be 1st level, retains the 0-level elven qualities (good and bad), and gains the bonuses for a half-level thief: a d2 Luck Die, 1d5 on Table II for critical hits, a +1 bonus to Reflex saves, and thief skills at half their listed bonus (rounded down). Although the character is considered to be 1st level, and gains a full 1d6 hp as a thief, they are not yet a 1st level thief, and do not learn Thief’s Cant. The PC can cast spells from scrolls using 1d10.

At 50 XP, Steve chooses to make the PC a full Elf as well. Because an elf never has to take a half-level in Elf, Steve’s PC is a 2 nd level character with ½ level in Thief and 1 level in Elf. As an Elf, the PC gains 1d6 additional hit points, now rolls 1d6 on Table II for crits, can cast spells, and gains a +1 bonus to Fort and Will saves. The +1 bonus for Reflex saves is the same for both classes at this point, so doesn’t change.

At 110 XP, Steve decides to finish off the Thief level. The character is now 3rd level, and a 1st level Thief and a 1 st level Elf. They gain 1d6 hp, their Luck Die increases to 1d3, their Crit Die increases to 1d10 on Table II, and their thief skills gain the full Level 1 bonus. The character also now understands Thief’s Cant.

At 190 XP, Steve is entitled to select (a) a full level as an Elf, (b) a full level as a Thief, or (c) a half-level in another class (such as Warrior). A warrior half-level would grant 1d12 hit points, a 1d2 Deed Die, and better criticals (1d8 on Table III). At 290 XP, Steve could then choose another Elf level, another Thief level, to become a 1st level Warrior (with full Deed Die, extended crit range, and better critical hits), or choose a half-level in yet another class. If he were to choose the Warrior class, the PC would be 5th level overall, and 1st level as an Elf, Thief, and Warrior.

At this point, the character has the following hit dice: 1d4 (0-level), 3d6 (twice as a Thief and once as an elf) and 2d12 (as a Warrior). The character has not gained more than a +1 bonus to each saving throw because they are taking the best option from each class. They don’t have the skills of a 5 th level Elf, Thief, or Warrior, but they have a broad range of abilities to draw from.

Note that the same PC could have become a 5th level Elf, 4th level Thief, or 4th level Warrior at this point had different choices been made.



ADDENDUM

This differs from the Big Damn Heroes method of multi-classing because each system is designed to offer something different.

Half-levels are designed to offer an interesting choice: versatility versus the depth that comes from specialization. Because there is a cost involved, no choice is clearly "the best", but you can end up with interesting ideas for PCs.

Big Damn Heroes is intended as an initial power boost to make PCs work better in a game with fewer players.

There is no reason you cannot use both in the same game: Your Big Damn Heroes dwarven wizard could, for example, pick up a half-level of Thief.

SECOND ADDENDUM

I was asked specifically about action dice. so here goes.

A 5th level Elf has 1d20 + 1d14 action dice, but Steve's character is not a 5th level Elf. A 1st level Thief, Warrior, and Elf all have 1d20 action dice, so Steve's PC also has 1d20 for their action dice. They can use that action die to cast spells, attack, or make a skill check (the benefits of each class carry to all action dice).

By the time Steve has amassed 890 XP, he has used all of the additional XP to increase his Warrior level to 5. The PC is now a 9th level character, a 1st level Thief, a 1st level Elf, and a 5th level Warrior. As a 5th level Warrior, they gain 1d20 + 1d14 action dice. This is better than 1d20, so that's what they get. They most emphatically do not get a 1d20 for being a Thief, a 1d20 as an Elf, and 1d20 + 1d14 as a Warrior. These are not cumulative. Multi-classing does not turn you into the Flash.





Monday, 11 August 2025

Let’s Convert the Monster Manual: Tiamat, the Chromatic Dragon

Dungeon Crawl Classics doesn’t use the chromatic and metallic scheme of devising dragons which is prevalent in Dungeons & Dragons as well as in the original Monster Manual. When converting materials from D&D to DCC, I have found that completely reworking dragons into their DCC versions is the best policy. Sometimes, however, you might want to retain the original version more closely to match an environment, the dragon’s allies, or the tone of a module or module series. In converting the “name” dragons, players and judges should remember that DCC dragons are not the same as D&D dragons.

I do not believe that I ever used Tiamat as a DM, but I did encounter her once as a player. A friend of mine wanted to try DMing, and he wanted to start with a high-level game, giving us an XP budget to purchase levels and magic items, and allowing us to choose our own spells. I cautioned him against this, as the complexity of such a game and understanding just what high-powered 1e character could do (especially using Unearthed Arcana), but he forged ahead. In his mind, we would go on a grand campaign to defeat Tiamat. In reality, we went directly to her lair where, before she could act her consorts were all dead and she was nearly so. The combat, as I recall it, lasted one round, culminating in a retributive strike that killed Tiamat but which my wizard survived.

Good times. It was fun, but the DM was left stunned.

The dragon generator at Purple Sorcerer Games is highly recommended in this regard.

Tiamat, the Chromatic Dragon: Init +19; Atk claw +20 melee (1d8) or bite +20 melee (1d12) or tail slap +20 melee (1d20) or breath weapon or spell; AC 29; HD 19d12 (128 hp); MV 80’ or fly 160’; Act 8d20; SP breath weapon (1/day, cone of acid 40’ long with 20’ base, damage equal to Tiamat’s hit points, Fort DC 29 half), breath weapon (1/day, electricity, 1d4 line arcs 3d6 x 10’ long, damage equal to Tiamat’s hit points, Ref DC 29 half), breath weapon (1/day, cloud of poison gas 30’ radius up to 90’ away, Fort DC 29 or die), breath weapon (1/day, line of fire 120’ long and 10’ wide, damage equal to Tiamat’s hit points, Ref DC 29 half), breath weapon (1/day, cone of cold 60’ long with 20’ base, damage equal to Tiamat’s hit points, Fort DC 29 half), independent heads, retinue, frightful presence (Will DC 29 or flee in terror 1d4 turns), planar travel, devilish regeneration; SV Fort +19, Ref +19, Will +19; AL C.

Spells (+12 to spell check): (black) choking cloud, color spray, (blue) detect invisible, detect magic, (green) dispel magic, gust of wind, (red) lightning bolt, magic shield, (white) mirror image, and planar step.

Tiamat lairs upon a hell-plane which it is said she rules, and there she spawns evil chromatic dragons with her constant paramours – one of each chromatic dragon type, each of whom are among the most powerful of their kind. Tiamat has five heads, one for each type of evil chromatic dragon, each with its own breath weapon. The color of each head runs the length of their respective necks and into the forepart of Tiamat’s body as stripes, gradually blending over her back.

Tiamat’s heads can act or be targeted independently, taking 26 hit points of damage each before being put out of commission, but this damage does not affect her body. Each of Tiamat’s heads can cast two spells, as indicated above. When a given head is out of commission, she can no longer cast the associated spells. Because of this, Tiamat does not have an additional action die for spells, but must give up a bite attack for each spell she wishes to cast.

Tiamat can travel the planes noncorporeally at will, but if all heads are put out of commission, or her body is reduced to 50 hp or less, she is banished back to her own plane. While in this hell-plane, she regenerates all damage within 24 hours. Only if reduced to 0 hp in her own lair can Tiamat be truly destroyed.

Tiamat exemplifies the arrogance and greed of the worst of dragonkind. She hates all good as fiercely as she loves cruelty, and those who wish to obtain a patron bond with her must first convince an evil chromatic dragon to tutor them in the specifics of the ceremony. Both the dragon tutor and Tiamat will demand much treasure for this consideration, and none may bond with the chromatic dragon without undertaking 1d4+1 quests on her behalf. For her part, Tiamat hopes the weak and foolish will destroy themselves, leaving only the strongest to toil on her behalf.

Invoke Patron check results:

12-13     The insignificance of the caster causes Tiamat to barely pay attention to the invocation. She restores one lost spell to the caster’s mind before turning her attention elsewhere.

14-17     The caster breathes a cone of cold 40’ long with a 10’ base, causing 1d6 + CL damage to all creatures caught within it (Fort save DC 15 for half).

18-19     The caster breathes lightning in 1d4 lines, each 2d6 x 10’ long and 2’ wide. Any creature caught by these lines takes 2d7 + CL damage (Reflex DC 15 for half).

20-23     The caster spits a gout of acid in a 60’ cone with a 30’ base. All creatures in this area take 3d8 + CL damage (Fort DC 20 for half). Worse, any creature that fails this save takes an additional 1d8 damage each round for 1d6 rounds, as the acid eats into their flesh.

24-27     The caster breathes a 20’ diameter cloud of poisonous gas up to 20’ away. Any creature caught within this cloud, which persists 1d6 rounds, must succeed in a DC 20 Fort save or die.

28-29     The caster feels fire inside their lungs, and gains the ability to breathe fire in a 60’ cone with a 20’ base. The caster gains 1d5 +CL d10 for damage, and can divide those up however they desire, so long as at least 1d10 damage is done. The caster can breathe fire so long as they have any dice left for damage. When all the dice are used, the burning sensation is gone, and the caster can no longer use this ability. Every creature caught by the cones of fire takes damage (Reflex DC 25 for half).

30-31     The caster gains a pool of 5d5 +CL d12 which can be used to harness breath weapons. Each time  the caster decides to use a breath weapon, they must decide how many dice from the pool to use for damage, and then roll 1d5 to determine the form that the breath weapon takes. Every creature caught in the breath weapon is affected. When all the dice are used, the caster can no longer use this ability.

To determine the form of the breath weapon, roll 1d5: (1) cone of acid 40’ long with 20’ base, Fort DC 30 for half damage, (2), 1d4 line arcs of electricity, 1d6 x 10’ long each, Reflex DC 30 for half damage, (3), cloud of poison gas 20’ radius up to 10’ away, no damage (dice committed are lost) but Fort DC 30 or die, (4), line of fire 60’ long and 10’ wide, Reflex DC 30 for half damage, or (5) cone of cold 60’ long with 20’ base, Fort DC 30 for half damage.

32+         Tiamat transforms the caster instantly into a chromatic dragon. Roll 1d6 for type: (1) black, (2) blue, (3) green, (4) red, (5) white, or (6) allows caster to choose. The caster gains the attacks (including the action dice needed to use them, but not attack modifiers), AC, movement, save Reflex and Fortitude save modifiers, and breath weapon of the dragon type, but no additional abilities. The caster may still use spells as normal.

                This transformation lasts until the caster wills it to cease. Within the first CL hours, the caster may simply choose to end the transformation. Thereafter, the caster must succeed in a Will save to do so (DC 5 + full days spent in draconic form). Failure means that the caster cannot end the transformation that day.

If the caster ever rolls a natural “1” on this save, or if the DC is allowed to rise to 35, the caster completes transformation into a dragon of that type. Their old life and memories fall away and they become NPC monsters under the control of the judge. Should the caster’s companions be present when this occurs, things will probably take a turn for the worse.

Sunday, 7 May 2023

Conversion Crawl Classes 9: AD&D: White Plume Mountain (3): Whelm, Wave, and Blackrazor

We’ve talked about the wilderness map, and we’ve talked about the adventure, but what people really remember about this module (apart from Dragotha) are the three magical weapons, Whelm, Wave, and especially Blackrazor. In Dungeon Crawl Classics, we are advised that every magic weapon is unique, so these three will fit right in. Or they will as soon as we convert them!

I think it might be a little advantageous to talk about why I am doing this series of posts. I own a lot of gaming material. I imagine many of you do as well, One of the questions I see come up consistently is "How do I convert X to Dungeon Crawl Classics?" It makes sense. DCC is a great game, but there have also be a lot of great adventures over the decades, both for various forms of Dungeons & Dragons and for other systems.

These posts are not intended to be me converting this material for you. Rather, they are intended to provide some reference points which allow you to convert anything you wish  as quickly and painlessly as possible.

There is also the possibility that you might be a publisher or writer looking at converting your own material. If this helps, at all, in creating a better conversion, then I will be rewarded by the result. Similarly, if a publisher does a substandard conversion, this material may help you, the reader, adjust that conversion to make the most out of the material presented.

Whelm

Whelm is described in White Plume Mountain thusly:

Whelm, a lawful neutral hammer +3 (+5 for dwarves), intelligence 15, ego 18. Purpose: kill all trolls, giants and goblin-types (including bugbears and hobgoblins). It can be thrown and will return from up to 150' thrice per day (dwarves only). It also acts as a hammer of stunning: once per day, when struck upon the ground, it will send forth a shock wave stunning up to 45 hit points of enemies up to a distance of 60' for 1-4 rounds if they fail to save vs. spells. Whelm also detects gold, gems, and the presence of goblins. A drawback is that the bearer of this weapon will come under the influence of a severe case of agoraphobia (fear of wide, open places), and will fight at -2 when not inside a building, at night, or (best of all) underground. Whelm is obviously a dwarven weapon.

As we discussed in the previous post, Lawful Neutral translates to Lawful, Neutral translates to Neutral, and Chaotic Neutral translates to Chaotic. We can safely conclude that Whelm will be Lawful, and we conveniently have one weapon tied to each of the DCC alignments. That dwarves favor Law, and Whelm is a dwarven weapon, fits very nicely.

Overall, Whelm is not too powerful, but some of the hammer’s powers need to be reworked to mesh with DCC.

Whelm, +3 Lawful warhammer

Intelligence: 15

Communication: The original write-up doesn’t supply us with much information here, but Table 8-4 on page 367 of the core rulebook would suggest speech, telepathy, or both. In this case, I will go with  speech and telepathy to make Whelm consistent with Wave and Blackrazor.

Special Purpose: Kill trolls, giants, and goblinoids

Power 1: When wielded by a dwarf, Whelm gains an additional +2 to attack rolls and damage, and can be thrown up to 150’, returning to the dwarf’s hand immediately thereafter.

Power 2: Once per day, the wielder can strike the ground, sending out a shock wave that stuns all enemies within 60’, rendering them unable to for 1d4 rounds. Fort DC 15 negates.

Power 3: The wielder can smell gold and gems as a dwarf. The wielder also gains the ability to sense goblinoid creatures within 100’.

Curse: Wielder suffers severe agoraphobia, and has a -1d penalty to all attack rolls, spell checks, and skill checks when outside during daylight hours. This curse is not in effect when inside a building, at night, or (best of all) underground.

Wave

Wave, a neutral trident +3 which does 1-10 hit points of damage. 14 intelligence, 20 ego. Purpose: death or disfigurement to all who won't convert to the worship of Poseidon (or any similar sea-god you choose). Powers:

Functions as a trident of fish commanding (as the miscellaneous magic item in DUNGEON MASTERS GUIDE)

Functions as a trident of warning (as the miscellaneous magic item in Dungeon Masters Guide)

Finds water

Confers water-breathing and underwater action abilities upon bearer

Confers cube of force ability (as the miscellaneous magic item in Dungeon Masters Guide)

Possesses speech and telepathy (in the common tongue as well as the languages of all sea creatures).

Dehydrates: On a natural roll of 20, in addition to its normal damage, Wave dehydrates its opponent, draining one-half of his or her remaining hit points (compute normal damage first).

This one is a bit stranger in that its cube of force power seems a bit off-theme. Nonetheless, it is easily enough converted to DCC terms. In this case, we also need to keep in mind the DCC magic system, and we will allow a spell check for force manipulation. Pelagia is the core neutral sea goddess, so we will replace Poseidon with her. Wave might look like this in DCC terms:

Wave, +3 Lawful trident (as polearm)

Intelligence: 14

Communication: Speech and telepathy (Common and languages of all sea creatures).

Special Purpose: Kill or disfigure all those refusing to convert to the worship of Pelagia.

Power 1: Wielder can breathe water indefinitely, and being in water causes no penalty to movement, attacks, spell checks, etc.

Power 2: Wielder can sense large amounts of water (at least 10 gallons) within 500’.

Power 3: Wielder cannot be surprised while holding the trident.

Power 4: Wielder can telepathically control up to 2d6 + level HD of fish or other marine creatures for 1d3 turns 3 times each day.

Power 5: Wielder can cast force manipulation through the trident using 1d20+4 for the spell check.

Power 6: When scoring a critical hit, in addition to all other effects (and after normal damage plus critical effects are resolved), Wave dehydrates its target to half its remaining hit points, rounded down.

Importantly, I did not crack open the Dungeon Master’s Guide to determine how to convert these powers. Instead, I used the existing text from White Plume Mountain to extrapolate a conversion that both captured a sense of the original, and was DCC-ified. This is going to be more important as we look at more esoteric conversions – you do not need the core rules for Traveller, MERP, or Twilight 2000 to convert an adventure. You need to understand the gist of what you are reading, and you need to understand DCC. Or even what you want to do in DCC.

Blackrazor

Blackrazor, a chaotic neutral sword +3, intelligence 17, ego 16. Purpose: to suck souls. It is a black sword that shines like a piece of night sky filled with stars, and it is sheathed in a black scabbard decorated with pieces of cut obsidian. On a killing stroke, Blackrazor temporarily adds the number of levels of the dead foe to its bearer's levels (in terms of fighting ability). The bearer also temporarily gains the full hit points of the victim. All subsequent damage to the sword's wielder is removed from the added hit points first. The extra levels and hit points last a number of turns equal to the number of levels received. The souls of all entities killed by Blackrazor are sucked out and devoured; those killed by the black sword cannot be raised.

For every three days the sword remains “unfed”, its ego increases by one point, until it can compel its bearer to kill a human or humanoid being. Upon feeding, its ego returns to 16. The DM will note that Blackrazor is a negative-energy entity that exists by absorbing positive life energy levels from those it kills. However, if it even strikes a negative-energy being like an undead (except for ghouls and ghosts), it will work in reverse, transferring one level and corresponding hit points from the wielder to the creature attacked. lt will do this each time that it strikes. Under these conditions, the wielder can actually die and have his soul sucked out by his own sword. If the wielder survives, he will need a restoration spell or twice the usual number of levels received from positive “kills” to replace the lost levels. Those killed for replacement must be of the same race as the sword-wielder. Blackrazor (and you, the DM) may very well keep this little drawback a secret until the first time the sword bites into a wight or a vampire. The DM must remember that Blackrazor exists solely to feel power and souls coursing through itself, and sometimes it may not be too picky about where the energy is coming from.

In addition to the above, the sword has the following powers:

Speech and telepathy (common and whatever tongues its wielder knows, which it learns telepathically)

Detects living creatures (souls), 60' r.

Haste spell (bearer only, 10 rounds}, once per day

100% magic resistance to charm and fear (exact percentage chance of resistance will depend on the level of the opponent casting such a spell)

Blackrazor, +3 Chaotic longsword

Intelligence: 17

Communication: Speech and telepathy.

Special Purpose: Consume souls.

Power 1: Suck Souls: When a living opponent is slain by Blackrazor, the sword consumes that beings soul, adding the victim’s hit points to its wielder equal for 1d3 turns. During this time, any damage to the wielder is removed from the temporary hit points first. The souls of all entities killed by Blackrazor are devoured and forever gone; those killed by the black sword cannot be returned to life by any means. A creature reduced to 0 hp by this ability cannot be magically healed, and cannot be saved by recovering the body.

Power 2: The sword senses all living beings, including those which are hidden or invisible, within 60’, and can communicate their presence to its wielder.

Power 3: The wielder gains a +6 bonus to all mind-affecting spells and effects, except those caused by Blackrazor itself (see below).

Curse 1: If Blackrazor is not fed for three days, it will force its wielder to make a Will save or be dominated. If the save is failed, Blackrazor takes over the dominated wielder completely for 2d6 rounds, and it attempts to consume as many souls as possible during this time. The initial DC is 20, but this raises by +1 for each day that the sword has not consumed a soul, and the sword can attempt to dominate its wielder once every 1d3 days after the initial three-day period.

Curse 2: Whenever Blackrazor strikes an un-dead foe, it consumes part of its wielder’s soul and transfers it as energy to the target. The wielder suffers 1 HD damage (1d12 for a warrior, 1d6 for a thief, and so on), and the target gains the same number of hit points. If the wielder is reduced to 0 hp in this manner, their soul is devoured and they are forever dead with no chance of recovery.

The reader will note that I have toned down Blackrazor a bit, but not much. Adding a level of fighting ability in DCC is not only overkill, but it is a logistical nightmare…especially as DCC tops out at 10 levels. Even adding a +1 bonus per X HD killed would be a bit much, and what would this mean for a warrior or a dwarf? Does their Deed Die increase? I frankly decided that trying to answer these questions wasn’t worth the gain. Or, for that matter, the increased complexity that I would be handing the prospective judge using this material.



Next: AD&D 2nd Edition: Swamplight

Wednesday, 1 October 2014

They Came to Umerica

Three weeks ago I picked up a new player via the Dungeon Crawl Classics World Tour 2014 program and running games at Fan Expo Toronto. Combines with some of my existing players expressing a wish to get their hands on firearms, or playing mutant characters, and the appearance of a funnel adventure in Crawling Under a Broken Moon #3, I embarked a new set of adventurers upon the path to glory, gold, and an untimely death.

Two weeks ago, I ran the first part of The Mall Maul from CUaBM#3, a bit of awesome sauce that, frankly, I mangled in the translation. This was due to a lack of prep on my part; although I read the adventure thoroughly, I should have prepared some flavour text ahead of time. Perhaps I should also have photocopied the map onto graph paper, and used coloured pencils to indicate main thoroughfares (mall walkways), service walkways, etc. I don’t spend enough time in malls to have done the setting justice.

For those of you not getting Crawling Under a Broken Moon, the setting is post-Apocalyptic Umerica – think Thundarr the Barbarian meets Mad Max meets Gamma World meets Dungeon Crawl Classics and you won’t be that far off. In the funnel adventure, the PCs are filling a tribute truck to buy off some raiders – when they hit 200 “tribute truck” points, they get 10 XP and level up.

There was some bitching about this from some quarters. I have been running the game where, when the 0-level PCs hit 10 XP, they level. This led to overly cautious play, where every item to PCs started with had to be considered as to whether or not it could count as tribute, and the players simply refused to explore the stranger areas of the mall until they were absolutely sure that there was nothing left in the mall proper. Each step of the way was handled with the sort of mind-numbing thoroughness that only comes with not having made driven home a time limit before the raiders arrive.



By the second week, for part 2 of The Maul Maul, I was a little better prepared. One thing that helped was a list of random items, effectively dungeon dressing for the mall. We had ended with the defeat of the main Malllock nest, and the tribute truck still not close to full. The second half of the mall is cooler than the first, but it is also harder to describe. Again, better prep in this area would have served me well. In any event, they hit the food court, filled the truck, levelled, and we ended it there.

Some notes:

  • If I was doing this over, I would prep descriptions better, and perhaps scour the Internet for applicable visuals.
  • Instead of dealing with TT values, I would simply have granted 1 XP per 20 TT found, and give the players a rough idea of how full the truck seemed to be.
  • I would have copied and coloured the map to give me visual cues as an aid in describing places.
  • A list of random junk on the first session, to aid in descriptions, would have helped.
  • I had to make calls about leveling using Crawling Under a Broken Moon. Are mutants a race class? Can they take another class? I ruled that they could use half-levels, or they could use race-as-class. There was some pretty vocal bitching about this. Tough. When options are added, if you don’t like them, don’t use them, but don’t drag the game into a bitching match about the options you would use if you were running the game, unless you are actually prepared to do so.


Part 3 got off to a better start, as the players determined that they had cleared out the mall. There was a lot of talk about them keeping the stuff they had gotten for the tribute truck, or just keeping the tribute truck, but in the end the fact that they liked the local priest of Kizz got them to take his advice and leave their Podunk little town and head east towards Denethix….the raiders work for the wizard Dundee the Crocodile Lord, and in this part of Umerica, known as the Land of One Thousand Towers, the best you can hope for from any wizard is that they ignore you.

Along the way to Denethix, they meet two caravan guards, and go to rescue a merchant in the lair of several sick lion-like humanoids known as Moktars. This leads them to a cave atop a nearby mountain, which promises the possibility of loot. They decide to go to the closest (very poor) village and get some help – a new batch of 0-levels for everyone. All have a group of 4 PCs (mixed 1st and 0-level), and head back up the mountain.

When last we left off, Suicidal Steve the 0-level Elf was hit in the head with a trap made of a swinging pipe. So far, no inhabitants of the newly-opened dungeon have reared their head, but the signs (literal signs on doors) indicate that there may be some useful technology around somewhere.


And that is where we pick up tonight……


(In case it is unclear, I am adapting Patrick Wetmore's excellent Anomalous Subsurface Environment to Dungeon Crawl Classics. This is a good fit, especially for the post-Apocalyptic environment of Crawling Under a Broken Moon. ASE also contains the means, via Michael Curtis, to connect the world of CUaBM with one's regular game, so that this new chapter is just the long way 'round to going "home" to where the regular PCs are. I think that's cool.)

Sunday, 12 August 2012

Patrons & Projects IX: The Die is Cast!

Angels, Daemons, and Beings Between is $30 away from the mark where I said I'd throw the next die, and rather than be foresworn, I've thrown it early.  The Call of the Laundromat beats strong upon me, and Lo! I must have clean apparel for work in the morning.  So, without further ado, here is the winner of the toss:


Lavarial, Angel of the Temple

Beautiful and fierce, the Angel of the Temple seeks to protect travellers in night-haunted lands, and to overthrow the crawling legions of Chaos.  In many lands, her symbol is the red Temple Cross on a white field, symbolizing the meeting of paths, purity of purpose, and blood – both spilled in the service of Law, and saved by miraculous healing.

The judge may determine that any Lawful temple near a Chaotic wasteland has an order dedicated to Lavarial.  It is in these places alone that the ceremony to bond with the Angel may take place. 

Those who bond with Lavarial are filled with a holy flame that is visible as a halo to powerful creatures of Law and Chaos.  Such creatures may aid the bonded individual or target him, depending upon their alignment and relative strength.  A creature bonded with Lavarial gains a damage bonus equal to his character level against all demons and un-dead, as well as any other creatures the judge deems strongly bonded to Chaos.  In exchange, Lavarial demands that those who would follow her always come to the aid of innocents against such beings, protect travellers, and be willing to exchange their lives, if need be, to fulfil these demands.  Failure to act leads to a loss of Lavarial’s favour, ending her patronage.  It may also lead to more stringent chastisements, for the Angel of the Temple believes in the punishment of fallen vassals. 

There is a percentage chance equal to 5 x CL that a fallen vassal of Lavarial will be marked with a permanent sign on his hand or face, which marks him as such, and which is apparent to followers of Lavarial even through clothing or magical attempts to hide it.  Those who follow Lavarial are foresworn from associating with such an individual – indeed, they may suspect him of being an agent of Chaos.

Lawful Clerics of the Temple lead pilgrimages seeking what help they can muster.  Will you support her?  Her demands are not easy, but her aid is not to be scoffed at either.

Invoke Patron check results:

12-13
The Angel of the Temple has many folk to watch over, and can spend but a moment for you at this time.  She causes a shield of faith to surround the caster and up to five allies, increasing their Armour Class by an amount equal to 1+CL for the next seven minutes.  The caster cannot knowingly select an enemy for this protection, but if any ally selected is of Chaotic alignment, that character burns from the energies of Lavarial’s shield, taking 1 point of damage per point of AC bonus attained.
14-17
Lavarial transforms one weapon of the caster’s (or an ally that the caster designates) into a Holy Weapon.  This weapon counts as a magical weapon and does an increased damage die against all opponents.  In addition, the weapon has its critical range increased by 1 (so that a character who gains a critical hit on a 19-20 instead gains a critical hit on an 18-20) against un-dead and abominations of Chaos (per the judge’s determination).  The weapon retains this property for 3d10+CL minutes.
18-19
If outdoors, thunder rolls across the sky, forcing all un-dead and Chaos abominations to make a Will save (DC 10) or cower, losing their next 1d3 actions.  A bolt strikes down from the firmament, striking the caster’s greatest foe for 3d8+CL points of damage (Reflex save DC 15 for half).  If indoors or underground, there is no thunder, but the bolt shoots forth from the caster’s outstretched hand at a target of his choosing, and does 4d8+CL points of damage (Reflex save DC 15 half).
20-23
For reasons unknown to the caster, his person or his mission is of importance to the Angel of the Temple.  He is bathed in holy radiance, and his aspect becomes terrible to behold to all un-dead and any creatures of Chaotic alignment.  These creatures have a –2 penalty to all attack rolls within sight of the caster (even if they are allies), and must make a DC 10 Will save to attack the caster – if the save is failed, the action is lost (this does not prevent the creature from catching the caster in an area of effect attack; it only affects attacks that specifically target the caster).  The caster’s Lawful allies gain a +2 bonus to attack rolls and damage, and the caster’s Neutral allies gain a +1 bonus to the same.  These effects last for 3d10 + CL rounds.
24-27
Lavarial bathes the caster and his allies within 100’ in holy radiance from the Temple, curing Lawful creatures of 3 dice of damage and Neutral creatures of 1 die of damage (as per the Cleric’s Lay on Hands ability, core rulebook, pages xx to xx).  Chaotic allies instead suffer 1d6 points of damage as the holy radiance burns them.
28-29
Holy radiance erupts from the caster, covering a 100’ radius centred on him.  All Lawful creatures within that range are healed for 5 dice of damage (as per the Cleric’s Lay on Hands ability, core rulebook, pages xx to xx), all Neutral creatures are healed 2 dice of damage, and all Chaotic creatures (including Chaotic allies) suffer 2d8 points of damage.  Un-dead and abominations of Chaos (judge’s determination) suffer twice this damage.
30-31
The caster, or his mission, is of great importance to Lavarial, for she manifests a great column of flame to immolate the caster’s greatest enemy or the most powerful creature of Chaos present that opposes the caster (judge’s choice).  The holy flames do 8d8 damage to their target, doing full damage even against creatures that are otherwise immune to fire.  The target may make a Fort save (DC 25) for half damage.  In addition, all un-dead and creatures with a Chaotic alignment within 100’ of the target take 2d8 points of damage and must make a Will save (DC 15) or flee at their best speed for 2d8+CL rounds.  Chaotic allies are not exempted from this damage or this save.
32+
The caster, or his mission, is of paramount importance to Lavarial.  She manifests up to three great column of flame to immolate targets selected by the caster.  The holy flames do 8d8 damage to their targets, doing full damage even against creatures that are otherwise immune to fire.  The target may make a Fort save (DC 25) for half damage unless it is Chaotic or un-dead, in which case no save is allowed.  In addition, all un-dead and creatures with a Chaotic alignment within 100’ of any target take 5d8 points of damage and must make a Will save (DC 20) or flee at their best speed for 5d8+CL rounds.  Chaotic allies are not exempted from this damage or this save.

Patron Taint:  Lavarial, Angel of the Temple


For the most part, patron taint is a misnomer where Lavarial is concerned.  Apart from greater dedication to Law, and to Lavarial’s mission of protecting travellers from the creatures of Chaos, very little of what follows can be considered true taint.  Those who have Lavarial as a patron are expected to perform missions for the Temple, and the great Chaos Lords may move against them.  When patron taint is indicated for Lavarial, roll 1d6 on the table below.  When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling any more.  The caster also no longer needs to roll for corruption.

Roll
Result
1
Dedication to Law:  The caster becomes more dedicated to the cause of Law.  When this taint is first acquired, the caster may no longer knowingly associate with Chaotic beings without losing the patronage of Lavarial.  When this taint is rolled a second time, the caster learns to speak in the Lawful alignment tongue if he could not do so already.  When this taint is rolled a third time, the caster can tell if a creature is Chaotic by sight.  The caster is not required to slay all Chaotic creatures, but he must shun their company, or lose the patronage of Lavarial.
2
Mission of the Temple:  The Temple requires the character to fulfil a particular mission.  The first time this result is rolled, the mission is relatively simply, requiring no more than 1d4 days of travel, and mandating the defeat of a foe who is 1-2 levels (or Hit Dice) below the caster.  The second time this is rolled, the mission is more difficult.  It may require 1d4 weeks of travel, and the greatest foe is equal in level (or Hit Dice) to the caster.  If this result is rolled a third time, the mission requires 1d4 months of travel, and the foe has 1d4 more levels (or Hit Dice) than the caster.  Failure at a mission severs the character’s relationship with Lavarial.
3
Temptation of Chaos:  This result indicates that a Power of Chaos offers the character a tempting boon in order to weaken the Temple.  The character may accept the boon only by renouncing Lavarial and ending his relationship with her.  The first time this is rolled, the boon is equivalent to a permanent +1 increase in an ability score or the removal of a minor corruption.  The second time this is rolled, the boon is equivalent to a permanent +2 increase in an ability score or the removal of a major corruption.  The third time this is rolled, the boon is equivalent to a permanent +3 increase in an ability score or the removal of a greater corruption.  The judge should tailor the temptation to match the character.  If the character accepts the boon, his ties to Lavarial are severed.  Worse, there is a 5% chance that the Power of Chaos will not fulfil its end of the deal.
4
Un-dead Adversary:  An un-dead creature seeks to destroy the caster.  The creature need not attack directly right away; it may use its cunning and special abilities to manipulate the situation to its advantage.  When this result is first rolled, the adversary is a minor un-dead creature, generally of 1d3 fewer Hit Dice than the caster has levels.  When this result is rolled a second time, the un-dead creature has Hit Dice equal to the caster’s level.  When this result is rolled a third time, the un-dead creature has 1d4 Hit Dice more than the caster has levels.  The caster need not fear losing Lavarial’s patronage should the un-dead adversary best him, for he will be dead.
5
Beast of Chaos:  A rampaging beast of Chaos arises in the land, and the caster is called upon to slay it.  When this is first rolled, the caster has 1d4 months to slay the creature, and it is 1d3 Hit Dice weaker than the caster’s level.  When this is rolled a second time, the creature has Hit Dice equal to the caster’s level, and the caster has 1d4 weeks to slay the creature.  When this result comes up a third time, the creature has Hit Dice equal to the caster’s level +1d6, and the caster has 1d4 days to slay it.  Failure severs the caster’s relationship with Lavarial.
6
Pilgrimage Through Fallen Lands:  The caster is called upon to lead a pilgrimage through lands tainted by Chaos.  The first time this occurs, the pilgrimage consists of 2d7 persons, and it is a relatively easy adventure taking no more than 2d4 days.  The second time, the pilgrimage consists of 4d7 persons, and it is a moderately difficult adventure, taking up to 2d4 weeks.  The third time, the pilgrimage consists of 7d10 persons, and it is a difficult adventure, taking up to 4d10 weeks.  In each case, the caster must arrive at the chosen destination with at least 75% of his charges safe (round up), or his relationship with Lavarial is severed.

Patron Spells:  Lavarial, Angel of the Temple

The Angel of the Temple grants three unique spells, as follows:

Level 1:  Shield of the Heavens
Level 2:  Miraculous Healing
Level 3:  Smite the Scions of Chaos

Spellburn:  Lavarial, Angel of the Temple


When a caster utilizes spellburn, roll 1d4 on the table below, or build off the ideas presented therein to create an event specific to your home campaign.


Roll
Spellburn Result
1
Holy energy courses through the caster, fuelling his spell, but mortal bodies were not meant to hold the power of the heavens.  The caster is left weak and exhausted (manifested as Strength, Stamina, and Agility loss).
2
The caster does not pay the spellburn cost immediately, but instead finds himself loudly singing hosannas to the Power of the Temple as soon as the spell is cast.  This loud singing continues for 10 minutes per point of spellburn, preventing stealth or the casting of other spells (excepting those the caster need not speak to cast), but the caster loses only half the normal ability damage associated with the spellburn, rounded up.
3
The attention of Lavarial turns toward the caster.  If the caster’s desired spellburn is for a purpose that coincides with Lavarial’s cause (defeating the un-dead or creatures of Chaos, or protecting the innocent), then the caster may have the effect of up to 10 points of spellburn without cost.  However, if the caster requests spellburn for any other purpose, the cost is twice normal, so that the caster only gains a +1 bonus to his spell check for every 2 ability score points sacrificed.
4
The caster can gain up to 10 points of spellburn, and need not pay the cost immediately.  If he donates goods valued at no less than 50 gp per point of spellburn to the Temple within a month’s time, no further cost is required.  However, if he fails to do so, he must pay twice the normal cost of spellburn.

Shield of the Heavens
Level:  1 (Lavarial)

Range:  100’
Duration:  Varies
Casting time:  1 action
Save:  Varies (see text)

General

The caster calls upon the beneficence of the heavens to protect those in his charge.  This spell is used primarily to protect pilgrims in Chaos-tainted lands, but it had obvious uses in other forms of adventure and exploration as well. 

Manifestation

Roll 1d4:  (1) a gentle glow of heavenly light surrounds the area of the spell, (2) those affected by the spell all glow softly, as though by an inner light, (3) a holy fear strikes those who attack the spell’s targets, resulting in the bonuses listed, (4) angelic music can softly be heard within the range of the spell, so long as it remains in effect.


1

Lost, failure, and patron taint.
2-11
Lost.  Failure.
12-15
All non-Chaotic creatures friendly to the caster gain a +1 bonus to Armour Class and all saves for 1d4+CL minutes, so long as they remain within 100’ of the caster.  Non-Chaotic allied creatures gain this bonus even if they were not within range when the spell was cast, so long as they are within range, but protection does not extend beyond this range.
16-17
As above.  In addition, any Chaotic creature within range has a –1 penalty to all attack rolls, and a –2 penalty to all spell check rolls, for the duration of the spell (1d4+CL minutes).
18-21
As above, but all bonuses and penalties are doubled, and the spell lasts 2d4+CL minutes.
22-23
As above.  In addition, un-dead and creatures strongly tied to Chaos (judge’s determination) must make a DC 10 Will save to enter the spell area.  Once in the spell area, such a creature is uncomfortable, taking a –1 penalty to all attack rolls, skill checks, ability checks, and spell checks (which stacks with the penalties above), and must make a new Will save each minute to remain within the spell area.  If this Will save is failed, the creature can do nothing but move along the fastest route (which is not obviously suicidal) out of the spell area until it is no longer in the spell area.
24-26
As above, but the spell duration is 4d8+CL minutes and the Will save is DC 15.
27-31
As above, but the spell duration is 2d7+CL hours, and the Will save is DC 20.
32+
As above.  In addition, Lawful creatures are bolstered within the area of effect, gaining temporary hit points equal to the caster’s CL.  A creature only gains these temporary hit points once.  They are the first used and cannot be healed.  The temporary hit points disappear if a creature leaves the area of effect or the spell ends, and do not return when a creature re-enters the spell area.  A Lawful creature that enters the spell area, but which has not already been bolstered, gains this benefit, however.  The spell duration is 2d5 days.



Miraculous Healing
Level:  2 (Lavarial)

Range:  Touch
Duration:  Instantaneous
Casting time:  1 minute
Save:  None

General

The caster channels divine energy, healing one or more creatures that the caster can touch for a full minute.  This works similarly to the Cleric’s lay on hands ability (see the core rulebook, pages 30 to 31) in terms of how the number of dice healed work, but it is not as powerful, and anytime this spell is cast, the caster becomes indebted to Lavarial for a favour.  In addition, the holy energy channelled by the caster sears his mortal form for a minimum of 1 point of spellburn.


Manifestation

Roll 1d3:  (1) The caster’s hands glow as the target(s) are healed, (2) The caster takes on the appearance of the wounds to be healed, and then heals them back himself – spellburn to cast this spell may be due to residual effects of this process, (3) the Voice of the Angel of the Temple speaks through the caster’s mouth, bidding wounds to heal and flesh to knit.



1

Lost, failure, and patron taint.
2-11
Lost.  Failure.
12-15
Failure, but the spell is not lost.
16-17
The caster can affect up to one target, healing 1 die if the target is Lawful.
18-21
The caster can affect up to one target, healing 2 dice if the target is Lawful, or 1 die if the target is Neutral.
22-23
The caster can affect up to two creatures, healing 2 dice to Lawful creatures and 1 die to Neutral creatures.  If the caster unknowingly targets a Chaotic creature, that creature instead takes 1d6 points of damage.  If the caster knowingly targets a Chaotic creature, the caster also takes 1d3 damage.
24-26
As above, but the caster can affect up to three creatures,
27-31
The caster can affect up to three creatures, healing 3 dice to Lawful creatures and 1 die to Neutral creatures.  If the caster unknowingly targets a Chaotic creature, that creature instead takes 2d6 points of damage.  If the caster knowingly targets a Chaotic creature, the caster also takes 2d3 damage.
32-33
The caster can affect up to three creatures, healing 3 dice to Lawful creatures and 2 dice to Neutral creatures.  If the caster unknowingly targets a Chaotic creature, that creature instead takes 3d6 points of damage.  If the caster knowingly targets a Chaotic creature, the caster also takes 3d3 damage.
34+
The caster can affect up to three creatures, healing 3 dice to Lawful creatures and 2 dice to Neutral creatures.  If the caster unknowingly targets a Chaotic creature, that creature instead takes 3d6 points of damage.  If the caster knowingly targets a Chaotic creature, the caster also takes 3d3 damage.  In addition, the caster can heal hit points or ability damage to Lawful or Neutral targets by taking that damage upon himself.  For example, if an ally has taken 4 points of Strength damage, the caster may choose to heal 2 points of that damage – but the caster then has 2 points of Strength damage to contend with himself.



Smite the Scions of Chaos
Level:  3 (Lavarial)

Range:  200’
Duration:  Instantaneous
Casting time:  1 action
Save:  See below

General

The caster calls upon the Power of the Temple to smite one or more Chaotic creatures in range.  If the caster attempts to target any Lawful or Neutral creature, that part of the spell simply does not function (although other potential targets may be affected).

Manifestation

See below.


1

Lost, failure, and patron taint.
2-11
Lost.  Failure.
12-15
Failure, but the spell is not lost.
16-17
A bolt from the heavens strikes a single target of the caster’s choosing, doing 6d6 damage (Fort DC 10 for half).  If underground or indoors, the bolt springs forth from some close surface, with a sound like rolling thunder.
18-21
One or more bolts come from the heavens, as above.  The caster has 7d7 damage that he can do, and can divide these seven dice between seven targets, apportion them all to one target, or any combination between.  In addition to the damage dice, any creature so struck also takes damage equal to the caster’s CL.  Thus, seven creatures could take 1d7+CL damage each, one creature could take 7d7+CL damage, the bolts could be divided among two creatures for 3d7+CL and 4d7+CL damage, and so on.  Each target gets a Fort save (DC 15) for half damage.
22-23
As 18-21, above.  In addition, every creature with a Chaotic alignment within range must succeed in a DC 10 Will save or take 1 point of damage from magical backlash.
24-26
One or more bolts come from the heavens, as above.  The caster has 7d10 damage that he can do, and can divide these seven dice between seven targets, apportion them all to one target, or any combination between.  In addition to the damage dice, any creature so struck also takes damage equal to the caster’s CL.  Thus, seven creatures could take 1d10+CL damage each, one creature could take 7d10+CL damage, the bolts could be divided among two creatures for 3d10+CL and 4d10+CL damage, and so on.  Each target gets a Fort save (DC 20) for half damage.  In addition, every creature with a Chaotic alignment (including those targeted by a bolt) within range must succeed in a DC 15 Will save or take 1d3 point of damage from magical backlash.
27-31
One or more bolts come from the heavens, as above.  The caster has 7d14 damage that he can do, and can divide these seven dice between seven targets, apportion them all to one target, or any combination between.  In addition to the damage dice, any creature so struck also takes damage equal to the caster’s CL.  Thus, seven creatures could take 1d14+CL damage each, one creature could take 7d14+CL damage, the bolts could be divided among two creatures for 1d14+CL and 6d14+CL damage, and so on.  Each target gets a Fort save (DC 20) for half damage.  In addition, every creature with a Chaotic alignment within range (including those targeted by a bolt) must succeed in a DC 15 Will save or take 1d7 point of damage from magical backlash.
32-33
Up to seven bolts come from the heavens, as above.  Each bolt does 7d16 damage, and must be targeted at a separate creature.  The creature may make a Fort save (DC 20) for half damage.  In addition, all Chaotic creatures within range (including those targeted by a bolt) must make a DC 15 Will save or take 3d7 points of damage due to magical backlash.
34-35
Up to seven bolts come from the heavens, as above.  Each bolt does 7d20 damage, and must be targeted at a separate creature.  The creature may make a Fort save (DC 20) for half damage.  In addition, all Chaotic creatures within range (including those targeted by a bolt) must make a DC 15 Will save or take 5d7 points of damage from magical backlash.  Finally, the primary weapon (as determined by the judge or character) of every Lawful creature in range is imbued with the energy to smite Chaos, and does an extra +1d10 damage to the next Chaotic creature it strikes.
36+
Up to seven bolts come from the heavens, as above.  Each bolt utterly obliterates its target, unless a DC 25 Fort save is successful.  In the case of a successful save, 7d20 damage is done to the target instead.  No more than two bolts may target the same creature.  Every Chaotic creature in range (including any which survives a bolt) must make a DC 20 Will save or take 7d7 points of damage from backlash.  In addition, the energy to smite Chaos is embedded in the primary weapon of each Lawful creature in range (as determined by the judge or character), which does +1d20 damage to the next Chaotic creature it strikes.