Saturday 30 September 2017

Now in English! Yet more monsters for Épées & Sorcellerie 2nd ed.

Here are the 6th-8th level monsters. I've opted for literal translations from the É&S rulebook for the classic monsters with trademarked names, but if you want to call them by their traditional appelations, I won't stop you.


Diffracting Panther

Hit Dice: 6
Attack: +3
Armour Class: 10
Movement: 5
Alignment: Chaos

These intelligent creatures, probably beings from another planet or dimension, are also known as coeurl. They resemble six-legged black panthers with glowing eyes. Two tentacles grow out of their shoulders, and terminate in suckers through which they drain the vital fluids of their victims, inflicting horrible wounds.

This creature emits a field of electrostatic forces, able to deflect light waves or magical attacks and which makes the creature to be one metre away from its actual position. All attack rolls against it receive a -1 penalty and it gets +4 on saving throws (instead of +3). Its force field can also open locks which have been closed by a Hold Portal spell.


Flesh Golem

Hit Dice: 8
Attack: +4
Armour Class: 9
Movement: 3
Alignment: Neutral

These creatures, usually humanoid, are created by mad sorcerers using black magic upon pieces collected from various corpses of different sizes and species. This makes their misshapen appearance so terrifying, and their gait unsteady as they move their disparate parts. These deranged patchworks of flesh sometimes include parts of monstrous cadavers or even surprising mechanical additions.

The flesh golem will obey its creator without question, but its intelligence is limited, often resulting in obtuse or absurd interpretations of its orders. During combat, make a reaction roll each round; if the reaction is very bad (double 6), the golem becomes enraged, and the sorcerer must succeed in an intelligence check to regain control (one attempt per round is allowed).

The construction of a flesh golem is equivalent, in both time and cost, to that of a magic item corresponding to a fifth level spell. When its creator dies, the golem will tirelessly carry out the last task it was given, but putrefaction will attack its flesh insidiously until nothing remains but dust.


Hellhound

Hit Dice: 6 [7]
Attack: +3
Armour Class: 10
Movement: 5
Alignment: Chaos

These creatures, who look like monstrous hounds of a reddish colour, are possessed of a sort of malignant intelligence. They often serve as guards for chaotic masters aligned with fire. Their acute senses allow them to detect the presence of hidden or invisible creatures (like an 8th level warrior). In addition to their terrible jaws, they can attack thrice per day by breathing fire (1-2 on a d6 chance per round). The monster's breath has a range of 5, and inflicts 6d6 points of damage.


Mist Giant

Hit Dice: 6+2
Attack: +5
Armour Class: 8
Movement: 8
Alignment: Chaos

These unnatural giants have no real head, just two small yellow eyes on their massive torso. This notable lacuna limits their intelligence to a voracious and warlike instinct, not without cunning. Four massive, gnarled arms emerge from their back. Their skin is a chalky white, which makes them practically invisible in fog. In spite of their imposing mass, nearly 4m in height, they always surprise their enemies in their misty fens.


Morkoth

Hit Dice: 8
Attack: +4
Armour Class: 10
Movement: 0
Alignment: Chaos

This creature of the ocean abysses is without a doubt one of the most feared aquatic monsters. Occupying the centre of a mineral labyrinth of spiralling galleries carved into the abyssal seabed, this strange and incomprehensible monster waits, sometimes for centuries, amorphous and apathetic, until its ill-advised prey ventures into the depths of the ocean where it invariably makes its home.
Seen from above, the spirals of the labyrinth form a hypnotic pattern which attracts the viewer irrepressibly towards the monster unless a successful saving throw is made at a -2 penalty. Once in proximity of this unspeakable creature, a new saving throw at -4 must be attempted. In case of a failure, the prey will steer itself right into the disproportionate beak of the tentacled horror to be torn apart. It should be noted that, if it makes its saving throw, any spell cast at the morkoth will be deflected back onto the caster and any other creatures within ten metres. Morkoths are immensely ancient creatures, and concentrate fluids and other substances in their organisms necessary to cast specific spells.


Ogre, Oriental

Hit Dice: 5+2 [7]
Attack: +4
Armour Class: 10
Movement: 3 / 5
Alignment: Chaos

These monsters are much more powerful and intelligent than their occidental cousins. They keep slaves, and often have their own castles, leading chaotic armies to plunder and pillage civilised lands. Oriental ogres are versed in the dark arts of sorcery and can cast the following spells at will: Invisibility, Darkness, and Fly. Additionally, they regenerate 1hp per round and once per day can cast Cone of cold, Charm, Transformation, and Sleep.


Owlbear

Hit Dice: 6
Attack: +3
Armour Class: 9
Movement: 4
Alignment: Neutral

Reaching 3.5m tall when standing on their hind legs and massing around 450kg, this beast is as aggressive as it is formidable. It attacks on sight and fights to the death. Its hide is very thick, and covered in both fur and feathers, and its head resembles a giant owl's.


Rock Umber

Hit Dice: 8
Attack: +4
Armour Class: 11
Movement: 2
Alignment: Neutral

This burrowing monster is humanoid in form. It lurks in the darkness of underground tunnels which conceal it. It burrows its tunnels with its mandibles, which are of an incomparable hardness. Its four multifaceted eyes cause confusion in its enemies.


Serpent Man

Hit Dice: 3+1 [6]
Attack: +2
Armour Class: 10
Movement: 5
Alignment: Chaos

According to certain legends, this nearly extinct race -- known for their mastery of sorcery and illusion -- had known its zenith before the earliest origins of humanity. Their empire fell into decadence whilst the species degenerated into an ever more animalistic form. Some sorcerers amongst the serpent folk still exist in secret and plot to re-establish their former power. Serpent men have a scaly humanoid body, surmounted by a long neck and reptilian head, which they sometimes conceal beneath heavy hooded robes. They can sometimes transform at will to assume the appearance of any humanoid, with unlimited duration.

Serpent men move with the greatest silence, and surprise their adversaries on a roll of 1-4. If they hit their opponent when attacking from Surprise, they inflict 2d6 damage on the first attack. In hand-to-hand combat, they use daggers or short swords, often coated in poison. They can spit their venom into the eyes of an opponent to blind them (making an attack roll for a projectile with a range of 3). IF a saving throw succeeds, the blindness is only temporary.

Serpent men can cast three spells of each level three times per day, from the following list:

Level 1: Magic aura, Charm, Detect magic, Darkness, Hold portal, Protection from evil, Sleep
Level 2: Weakness, Detect invisibility, Illusion, Invisibility, Read thought*
Level 3: Dispel magic, Group invisibility, Paralyze


Serpent Man, Sorcerer of Set

Hit Dice: 6 [8]
Attack: +3
Armour Class: 11
Movement: 5
Alignment: Chaos

A sorcerer of Set possesses 1d3 magic items (scrolls, wands, or misc. items) which they will not hesitate to use. They may cast 1d3+2 spells of each level on the list of those available to ordinary Serpent Men, plus the following:

Level 3: Suggestion
Level 4: Secret army, Circle of protection from evil, confusion, Sorcerer's eye, Dimension door*, Undead servants, Tidal wave, Spell rebound, Rune of protection, Hallucinatory terrain, Scrying*


Sphinx

Hit Dice: 6
Attack: +3
Armour Class: 11
Movement: 4 / 8 (fly)
Alignment: Neutral

These aloof monsters, winged or otherwise, having the body of a lion and the head of a woman, often lurk in desert or mountainous regions, darkening the land with their aura of terror and devouring lone travellers. Though they especially enjoy human blood, sphinxes are happy to postpone a good meal for a contest of riddles, for they are game players as much as they are vain, confident that their ancient wisdom will carry the day and they will soon feast upon the losers.


Vampire Tree

Hit Dice: 8
Attack: +4
Armour Class: 12
Movement: 2
Alignment: Chaos

Similar in appearance to ents, these malevolent trees are able to grow blood-sucking creepers or roots for more than one hundred metres round themselves. Once they have hit a creature, they drain 1d6 hit points per round, unless the appendage is severed.


Vulture Lion

Hit Dice: 7
Attack: +3
Armour Class: 10
Movement: 8
Alignment: Chaos

Related to griffons, these creatures have the body of a lion with the face and claws of a vulture, though they lack wings. They were once summoned in great numbers during the wars between sorcerers.

Sunday 24 September 2017

Now in English! A few more monsters for Épées & Sorcellerie 2nd ed.

I've been busy, but here's some 5th level monsters (and one 6th because I wasn't paying attention...):

Dimensional Spider
Hit Dice: 5 [6]
Attack: +2
Armour Class: 8
Movement: 2 / 5
Alignment: Neutral

These gigantic spiders attack their prey using their disconcerting ability to travel  between dimensions, by means of the Dimension Door spell which they may use at will to trick and mislead their victims before delivering a poisonous bite.


Entropic Gorilla
Hit Dice: 4+1 [5]
Attack: +3
Armour Class: 9
Movement: 3
Alignment: Neutral

These extraordinary animals resemble a cross between a primate and a large mastiff. They are arboreal creatures with prehensile feet. Of repellent appearance, they live underground or in dark jungles, in small familial groups comprising a mated pair and 1-3 offspring. If the young are attacked, their parents become so enraged that they attack with a +5 bonus instead of their usual attack value.

If an entropic gorilla is the target of a spell of any sort, it will not have any effect. Instead, roll 2d6 and consult the following table to determine the magical effect on the creature. This effect lasts for a number of rounds equal to the spell level.

2. Levitation
3. Giant strength
4. Ogre strength
5. Regeneration
6. Invisibility
7. Ventriloquism
8. Light
9. Gaseous form
10. Haste
11. Displacement
12. Gallop


Giant Owl
Hit Dice: 5
Attack: +2
Armour Class: 10
Movement: 3 / 8 (flight)
Alignment: Neutral

These flying creatures with terrifying wingspans happily feed upon falcon-men and pegasi.


Planar Destrier
Hit Dice: 5
Attack: +2
Armour Class: 10
Movement: 6/12 (flight)
Alignment: Neutral

These magnificent magical mounts can run on water, even on clouds, with their rider. Because of their quasi-incorporeality, weapons and spells only affect them on a roll of 1-2 on 1d6. It is the very rare sorcerer indeed who knows the rituals to summon one.


Rust Monster
Hit Dice: 5
Attack: +2
Armour Class: 11
Movement: 4
Alignment: Neutral

This creature which resembles an enormous armadillo is attracted to the odour of metal. Its touch, resulting from a successful attack roll on its part or the part of its adversary, causes metal to rust instantly, reducing arms, armour, and other metallic objects to dust. The rust monster feeds on the rust thus produced.


Yeti
(abominable snowman)
Hit Dice: 4 [5]
Attack: +2
Armour Class: 9
Movement: 4
Alignment: Neutral

These inhabitants of the highest snowy peaks are rare, and still rarer are those who encounter one of these man-eating creatures and live to tell the tale. Their white fur blends in perfectly with snow, and they surprise their adversaries on a roll of 1-5 on 1d6. A surprised opponent must make a saving throw (modified by Dexterity) or be paralysed with shock for an entire round. If the yeti hits with two successive attacks on the same enemy, it can try to crush them between its gigantic arms, inflicting 2d6 damage. The creature does fear fire, to which it is particularly susceptible. Any fire-based attack (magical or otherwise) inflicts 50% additional damage.



Sunday 10 September 2017

Now in English! Even more monsters for Épées & Sorcellerie 2nd ed.

Presenting the most fearsome monster of them all...

Humans

Aristocrat
Hit Dice: 1-1
Attack: -1
Armour Class: variable
Movement: 3
Alignment: variable

This term refers to all the members of the rich leisure classes. As little inclined to combat as they are to effort, they generally call upon their bodyguards to assure their protection (2d6 men-at-arms or brigands, depending on the morality of the employer).


Barbarian, berserker
Hit Dice: 1+1
Attack: +1
Armour Class: 9
Movement: 4
Alignment: Neutral

Completely obsessed by the frenzy of combat, these warriors rush toward the adversary without any protection save a shield and body paint. They fight with a +2 attack bonus against opponents of less than 2 hit dice. They fight to the death and never check morale. They are sometimes led by a Hero (1-2 on 1d6) or a Druid (3+ on 1d6).


Barbarian, warrior
Hit Dice: 1+1
Attack: +1
Armour Class: 8
Movement: 4
Alignment: Neutral

These savage tribal warriors wear furs into battle, and are armed with sword, spear, and shield. Superstitious, they have a +2 morale bonus against normal opponents, but a -1 when faced with supernatural manifestations.


Barbarian, hero

Hit Dice: 4+1
Attack: +3
Armour Class: 10
Movement: 4
Alignment: Neutral

A barbarian hero has the same fear immunity as a 4th level warrior. There is a chance (10+ on 2d6) that they will possess a magic weapon.


Druid
Hit Dice: 5 [7]
Attack: +2
Armour Class: 8
Movement: 4
Alignment: Neutral

A mysterious caste, the druids generally serve as priests amongst the barbarian tribes of the northern forests. They may cast spells as 7th level priests, but may use sorcerous spells as well priestly ones, and do not require a spellbook to prepare their invocations. They can transform into animals thrice per day.

In their capacity as spiritual leaders of their community, they are often accompanied (1-4 on 1d6) by a troupe composed of 5d6 1 hit die warriors and 1d6-1 heroes who fight as 4HD monsters.


Brigand
Hit Dice: 1+1
Attack: +1
Armour Class: variable
Movement: 3
Alignment: Neutral/ Chaos

This category comprises all types of individuals such as bandits, pirates, buccaneers, deserters, renegade mercenaries, gangsters, etc. Often organised in bands, they take their orders from an NPC (1-2 warrior; 3 priest, 4 sorcerer, 5-6 thief). Undisciplined, they suffer a -1 penalty to morale rolls if their chief or one of their lieutenants is not present to command them.


Normal Human
Hit Dice: 1
Attack: 0
Armour Class: 7
Movement: 4
Alignment: variable

This category designates the majority of the human population: peasants, artisans, shopkeepers, etc. They generally fight with improvised weapons, tools, or clubs. When faced with monsters or skilled fighters, they have a -1 penalty to morale rolls.


Man-at-arms
Hit Dice: 1
Attack: 0
Armour Class: 8 or 9
Movement: 3
Alignment: Law / Neutral

Men-at-arms are common soldiers, guards, or members of the militia. Their equipment is usually made up of a spear, a short sword, leather armour, and sometimes a helmet and shield. In the absence of an officer to command them, they suffer a -1 penalty to morale rolls.


Man-at-arms, veteran
Hit Dice: 1+1
Attack: +1
Armour Class: 8 or 9
Movement: 3
Alignment: Law / Neutral

Veterans are experienced soldiers, guards, or members of the militia. Their equipment is usually made up of a spear, a short sword, leather armour, and sometimes a helmet and shield.


Man-at-arms, sergeant
Hit Dice: 2
Attack: +1
Armour Class: 9 or 10
Movement: 3
Alignment: Law / Neutral

The equipment of a sergeant usually comprises a short sword or mace, a coat of mail, and sometimes a helmet and shield.


Man-at-arms, captain
Hit Dice: 3
Attack: +1
Armour Class: 10
Movement: 3
Alignment: Law / Neutral

The equipment of a captain usually comprises a long sword, a coat of mail, a helmet, and a shield.


Scholar
Hit Dice: ½ (3 hit points)
Attack: 0
Armour Class: 6
Movement: 4
Alignment: variable

Sages, savants, librarians, and other learned people living a studious life.


Noble
Hit Dice: 5
Attack: +2
Armour Class: 11
Movement: 2
Alignment: variable

Temporal lords of a domain, usually combatants, nobles generally go armed and accompanied by an escort of at least 1 captain and 2d6 men-at-arms.


Cultist
Cultists are members of a religious cult or secret society, generally worshippers of demons, ancient Chaos gods, or the spirits of dead sorcerers.

Cultist, guard (zealot)
Hit Dice: 1
Attack: 0
Armour Class: 9
Movement: 3
Alignment: Chaos

Cult guards are usually fanatics because of their religion or daily use of drugs. They fight to the death and never check morale.


Cultist, faithful
Hit Dice: 1-1 [1]
Attack: -1
Armour Class: 7
Movement: 4
Alignment: Chaos

The faithful of a sect usually attack in a disorganised fashion, using daggers, stilettos, or improvised weapons. When there are more than ten of them present, and led by a priest of the cult, they may unite their prayers for 1d6 rounds in order to cast one of the following spells up to three times per day: charm, fear, hold portal, protection from evil, darkness, sanctuary. If the cult leader is killed, they disperse automatically.


Cultist, sacrificator
Hit Dice: 2 [3]
Attack: +1
Armour Class: 7
Movement: 3
Alignment: Chaos

These priests of the second rank officiate at the daily prayers and sacrifices of the cult. They cast spells as a 2nd level priest as long as they are accompanied by at least 10 faithful (see above). They may possess spell scrolls (1-in-6 chance) and make use of them. If the cult leader is killed, they disperse automatically.


Cultist, officiant
Hit Dice: 4 [5]
Attack: +2
Armour Class: 7
Movement: 3
Alignment: Chaos

In addition to their power to channel the spells of the faithful (see above), the priests of a sect may cast 1d3+1 spells per day of levels 1 and 2 on both the priest's and sorcerer's lists. They may also be in possession of spell scrolls (1-2 on 1d6) or wands (roll of 3 on 1d6) and make use of them.


Cultist, grand master
Hit Dice: 5+1 [7]
Attack: +3
Armour Class: 7
Movement: 4
Alignment: Chaos.

The grand master of a cult is loathe to fight, and always prefers to send guards and the faithful in his place. The grand master of a cult may cast 1d6+2 spells per day, of levels 1-3, chosen from both the priest's and sorcerer's lists. They possess 1d3 magic items (scrolls, wands, or miscellaneous items) which they will not hesitate to use. They may also be endowed with certain strange powers determined by the GM.

Saturday 9 September 2017

Now in English! More monsters for Épées & Sorcellerie 2nd ed.

Additional monsters of levels 1-4.


Bugbear
Hit Dice: 3+1
Attack: +2
Armour Class: 9
Movement: 3
Alignment: Neutral / Chaos.

This tribe of primordial giants are great hairy goblins, and much more bellicose than their ancestors. They move without making the slightest sound, which gives them a 3-in-6 chance to surprise their adversaries.


Carrion Crawler
Hit Dice: 3 +1 [4]
Attack: +2
Armour Class: 10
Movement: 4
Alignment: Neutral

These many-legged monstrous worms feast on carrion, but do not object to adding living creatures to their diet. Carrion crawlers can walk on walls and ceilings. Contact with the tentacles surrounding their maw causes paralysis.


Falcon Man
Hit Dice: 1
Attack: +0
Armour Class: 9
Movement: 4 / 6 (fly)
Alignment: Chaos

These humanoids possess the wings and head of a falcon on a human body. Excellent duellists, they can use a sword in flight. Their hollow bones do not allow them to wear armour. Their cities are built on icy mountain peaks. Some falcon men are true warriors, able to progress to 10th level.


Floating Eye
Hit Dice: 1
Attack: +0
Armour Class: 8
Movement: 12 (swim)
Alignment: Neutral

These strange fish possess but one oversized eye and a cloaca situated at its base. They often converge in schools of 2-12 individuals to hunt. Their gaze causes paralysis (saving throw allowed), which allows them to feed easily; larger fish devour the paralysed creatures after which the floating eyes consume the bloody leftovers.


Harpy
Hit Dice: 3 [4]
Attack: +1
Armour Class: 8
Movement: 2 / 6 (fly)
Alignment: Chaos

Half eagle, half woman, a harpy is a bloodthirsty creature, always on the lookout for humans (or humanoids) to tear to pieces. In spite of their repulsive appearance (the bottom half of their bodies is that of a bird), a harpy attracts her victims by her charm and enchanting attributes. The men that she lures are charmed by her touch, before being killed and devoured. Any creature failing a saving throw against magic will move towards the monster, and its simple touch acts as a Charm spell.
 

Ixitxachitl
Hit Dice: 1 + 1
Attack: +1
Armour Class: 9
Movement: 3
Alignment: Chaos

This race of evil manta rays lives in the shallows of tropical seas and assembles in colonies of 10 to 60 individuals, or sometimes many more. Their lair is often a reef of poisonous coral, which lets them keep predators at a distance. They themselves are immune to poison. The ixitxachitl have intelligence comparable to a human's, though their way of thinking differs greatly.

Their colonies are ruled by anti-priests of level 2-8, who poses the power of telepathic communication with other creatures, the which capacity they rarely use due to their bellicose nature. There are occasionally vampiric ixitxachitl, who are twice as powerful as their brethren and can drain levels as do wights.


Lizard Man
Hit Dice: 2+1
Attack: +2
Armour Class: 9
Movement: 2 / 4 (swim)
Alignment: Neutral

These amphibious reptiles of humanoid appearance, organised in sometimes antagonistic tribes, make their lairs in wet places such as under-sea grottos or marshes. They are man-eaters, who make frequent raids on human settlements to takes as many prisoners as possible. Of limited intelligence, they are crudely armed with primitive spears and clubs.


Stirge
Hit Dice: 1+2 [2]
Attack: +2
Armour Class: 8
Movement: 6
Alignment: Neutral.

These sinister birds with long proboscides are bloodsuckers that lurk in the darkness of caverns or savage places, looking for warm-blooded prey. After a successful attack roll, a stirge plants its proboscis into its target and begins draining blood, causing 1d6 hit points damage per round, until the victim is completely exsanguinated. At this point the stirge flies off to digest in its lair.


Strangleweed
Hit Dice: 4
Attack: +2
Armour Class: 9
Movement: 0
Alignment: Neutral.

This carnivorous aquatic plant is mostly found in a tropical climate. Having developed a rudimentary intelligence, this seaweed assembles in colonies which are hard to discern from normal kelp. Each colony is formed of 1-6 strangleweeds from 3-6 metres long (some even reach the surface!) which appear devoid of consciousness until a creature comes within their range. The weeds coil around their prey, trying to immobilise and smother it. At the beginning of combat, each strangleweed makes a separate attack roll; if it succeeds, the target cannot break off combat (and risks drowning). Combat then proceeds normally. The only way to be free of a strangleweed is to kill it.


Thought Eater
Hit Dice: 1/2 [1]
Attack: special
Armour Class: 7
Movement: 6
Alignment: Neutral

Thought eaters are small burrowing animals which bear a certain resemblance to prehistoric trilobites, and which bury themselves in about a metre beneath the surface, be it in a subterranean locale or the ground above.

These creatures are able to hibernate for many dozens of years without feeding, until someone uses magic within 30 metres of them, at which point they awaken and burst forth from the earth to pursue the reckless spellcaster and their companions. When the thought eater comes within 3 metres of a spellcaster, they consume one level of memorised spells per round and per thought eater. For example, a sorcerer loses 2 spells of level 1 or 1 spell of level 2 if a thought eater remains in range for two rounds. Once all memorised spells have been consumed, the thought eaters attack Intelligence, devouring 1 point per round per thought eater, beginning with the creature with the highest Intelligence. The target must be within 3 metres. Note that these monsters have no intelligence of their own, and are thus immune to this power.

When a thought eater has consumed 3 points of spells or Intelligence, it swells up and divides into two identical individuals through a spontaneous cloning process.Whilst drained spells may be re-memorised, points of Intelligence are lost permanently.


Tracker
Hit Dice: 4
Attack: +2
Armour Class: 11
Movement: 10
Alignment: Chaos

Created in ages past by a race of sorcerers, trackers have the body of a wolf with the head and talons of a vulture. Hunting in packs of 6-36 individuals, sometimes under the control of a maleficent entity, they can follow a trail by scent for days on end, regardless of conditions.


Wererat
Hit Dice: 3
Attack: +1
Armour Class: 8
Movement: 4
Alignment: Chaos

A wererat is either a giant rat that can transform into a humanoid, or the inverse. Very intelligent, they usually live in colonies hidden below the great cities of men, whose social structures they imitate. In humanoid form, they seek to infiltrate human society to carry out their plans.

In animal form, they can stand on their hind legs and use weapons in combat. If possible, they will capture their enemies and hold them for ransom.


Will-o-wisp
Hit Dice: 2+1 [4]
Attack: +2
Armour Class: 10
Movement: 6 (fly and swim)
Alignment: Chaos

Will-o-wisps are malignant nocturnal spirits that haunt deserted and dangerous places such as peat bogs, swamps, or cemeteries in the form of small pale lights of a greenish or bluish tint. They seek to attract solitary travellers, playing on their resemblance to a torch or lantern, and lead them into natural pitfalls in hopes of drinking up their vital essence. If they fail to lead their victim astray, they will attack directly, draining 1d6+2 hit points with each successful attack, or using their power to Charm (once per night). They are commonly found in groups of 1d3. Will-o-wisps, being demonic creatures, are immune to sorcerers' spells, but are vulnerable to the invocations of priests.

The wealth of previous victims rests in the natural pitfalls, from which these malign spirits never venture more than 100 metres.

Saturday 2 September 2017

Now in English! More spells and spellcasters in Épées & Sorcellerie 2nd ed.

Additional material for Priests and Sorcerers

Priest


Three optional sub-classes:

Hermit


This variant of the of the priest is an adept of the ways of nature. Hermits live amongst plants and animals more often than amongst humans. They lose the use of priest spells relating to good and evil, but gain instead those sorcerer spells which concern flora and fauna. They repel plants and animals rather than the undead. Finally, they may not wear any metal armour, but gain a +2 bonus to stealth and survival in natural surroundings.


Cleric


This variant of the of the priest is a mystical zealot, part of a militant religious order known as the Church of Law. Clerics vow their lives to the fight against Chaos in all of its forms. Because of this, they lose the use of all reversed priest spells, but may repel undead and demons.

Required alignment: Law


Anti-Cleric


This variant of the of the priest is cultist, part of a sect which worships one of many demons, for whom they organise bloody sacrifices and depraved orgies. Anti-clerics have the goal of the final destruction of the Church of Law. Some of them infiltrate this order, passing themselves off as clerics, working secretly for the Church's ruin and all the while continuing to venerate their demoniacal deity. The anti-cleric can use all priest spells, including both versions of reversible spells, but loses the exorcism ability.

Required alignment: Chaos


New Spells


Level 2 Invocations


Silence

Level 2 / Range: 10x / Duration: Turns.

The priest and their party move without making the slightest sound. The priest can also use this invocation to make something else silent, and object or creature for example.


Level 3 Invocations


Anathema

Level 3 / Range: 1x / Duration: Rounds.

The priest's enemies within the zone of effect receive a -1 penalty to saving throws for every 4 levels of the caster.


--- --- --- ---

Sorcerer


Rule addition and new spells.

Elemental Forces (addition): The range in metres is equal to the sorcerer's level.

New Spells

Level 1 Spells


Shield

Level 1 / Range: Caster / Duration: Rounds.

A magical barrier between the sorcerer and his enemies grants armour class 11 against missiles and 10 against other attacks.


Ventriloquism

Level 1 / Range: 1x / Duration: Turns.
The sorcerer can cause his voice to come from somewhere other than his own mouth, for example a statue, and animal, etc.


Level 2 Spells


Mirror Image

Level 2 / Range: 1x / Duration: Rounds.
1d3 images of the sorcerer appear. They are indistinguishable from the sorcerer and copy his every move. Any successful attack upon an image dissipates it, but the others will continue to exist.


Message

Level 2 / Range: 1x / Duration: Special.
A mouth appears on an object (or its own mouth appears to animate) and speaks a message of five words per caster level. The message is determined by the sorcerer at the moment of casting.

The message may be delivered under certain conditions, for example, if someone approaches within a radius of five metres, if an elf touches the object, etc. The spell lasts until the message has been delivered.


Pyrotechnics

Level 2 / Range: 10x / Duration: Rounds.

Whichever form this spell takes, the caster must have access to a fire of some kind, be it a torch, blaze, brazier, campfire, etc. The caster may choose to create dancing lights, coloured and/or dazzling lights resembling fireworks, or else obscure the area with smoke. The extent of the spell's effects depends largely on the size of the fire used. The fire is extinguished when the spell ends.


Level 3 Spells


Conjure Shadows

Level 3 / Range: x10 / Duration: Hours.

The sorcerer can summon 1d6 shadows, who are bound to his service. The entities obey the sorcerer, but retain their own personality and do not always carry out their orders in the way that the sorcerer would have wished, especially if they are sent out of the the sorcerer's sight. These creatures cannot cross the area of a spell of Protection from Evil.


Level 4 Spells


Ice Storm

Level 4 / Range: 1x / Duration: Rounds.
The elements are unleashed in the area of effect. Hail pummels all creatures present, inflicting 5d6 damage per round (no saving throw).


Level 5 Spells


Contact Outer Entity

Level 5 / Range: Caster/ Duration: Special.

This formula permits the sorcerer to ask three questions of an Outer Entity (demonic, divine, it makes little difference. In a Swords & Sorcery context, the entity will most likely be demonic). It will respond, but usually in an elliptical, oracular, or coded fashion, depending on the extent of the questions.

Even though it will respond correctly, a demonic entity will try to twist its responses to lead the sorcerer into error. If it is offended, the sorcerer will become permanently insane (no saving throw).


Level 6 Spells


Conjure Demon

An additional variant of Conjure Djinn.


Telluric Shaping

Level 6 / Range: 10x / Duration: Turns.

With this spell, the sorcerer can completely transform the terrain in the area of effect (either on the surface or underground), flattening hills, opening fissures, collapsing caverns, etc. Whatever the sorcerer modifies, it requires a full turn to complete. The modifications are permanent and remain after the spell's duration has elapsed. They cannot be dispelled, only the spell itself may be.


Legendary Knowledge
Level 6 / Range: Special / Duration: Special.
By means of this spell, the sorcerer acquires knowledge of a magic item, person, or legendary place. It is up to the GM to decide what constitutes "legendary" status. The ritual necessary to cast this spell is sometimes very long: 1d6x10 days. The information obtained may be in the form of a riddle, a poem, etc.


Revulsion*

Level 6 / Range: 10x / Duration: Rounds.

Creatures flee from the sorcerer as quickly as possible until they are out of the spell's range. Another version of the spells deflects objects projected towards the sorcerer (like arrows or thrown weapons) back to their senders, reversing their course.