Showing posts with label wyrld. Show all posts
Showing posts with label wyrld. Show all posts

Friday, January 13, 2017

Pangloss Campaign Update ["So Many Archmages!"]

Back in October, half my game group went off to work at the local haunted house. After that was over, my job slid right into peak season. As such, our D&D 5th Edition game has been on hold for a few months. Thankfully, we're jumping back into it this weekend. 

It's been a few months, though, so I put together a dossier for my players, reminding them of what they've recently done, where they've been, and where they're currently at. 

It occurred to me that this dossier might serve as a fun kinda'-sorta' actual play/campaign report, so Imma gonna share it with y'all.

The Wotan Clan (ain't nothing to fuck with)
Bramble - Green Gnome Arcane Trickster (Ivy)
Kokiri - Wood Elf Assassin (Erik)
Balthazar - Half-Wyrd Elf Warlock (Ziggy)
Jargon - Dragonborn Battlemastermind (Batlhazar's NPC henchman)
Skeld - Hill Dwarf Cleric of Wotan (Reamer)
Alyyx - Gray Gnome Necromancer (Pockets)
Bock - Mountain Dwarf Champion (James)


And so it goes…

Eon the Unfathomable
The Wotan Clan came to the seaside town of Vandala and met with the archmage Eon the Unfathomable, Interlocutor of Balance with the Pentarchy. Eon commissioned the heroes to travel to the Well of Discord and retrieve the Eye of Aboath. The Eye is an artifact of alien evil which Eon desires for secure study. He warned the heroes “Gaze not into the depths of the Eye.” For this service, he promised the Wotan Clan 3000 gp, an introduction to the Seclusium, plus a variety of items from his collection of enchanted objects.  The heroes, of course, accepted.

Lady Delphinia Starflower
Before leaving Vandala, however, the Wotan Clan defeated a group of Mind Flayers responsible for kidnapping children and sending them through a gate to the alien city of Illithos. The heroes were rewarded by Lady Delphinia 
Starflower with a banquet in their honor. Toward the end of the festivities, a group of emissaries from Archavoi arrived. These minions of the Ashen Queen were known as the Brotherhood of Cinders. They have some business with the Lady of Vandala and have set up a large camp outside of the town walls. Their unknown purposes are suspected to be sinister and caused great distress to the local representatives of the Bastion. But that was a problem for another day, as far as the Wotan Clan was concerned.

The Clan made preparations before they left for the Well of Discord. First they researched the dungeon at the Library of Kelious Beagle. The heroes uncovered many useful facts about the Well of Discord. When Beagle found out where the party was headed, the grump scholar contracted them to find a book supposedly hidden within the dungeon—A Treatise of Plants of a Peculiar Aspect. The party also hired the unpleasant ranger, Mugrum Stump, to act as their guide through the Thistlethorn Forest. 


Yarko the Great!
Finally, the Wotan Clan left Vandala and headed north into the hilly wilderness and the Thistlethorn Forest. It wasn’t long before the heroes encountered Yarko the Great, archmage and Prefect of Good in the Pentarchy, who flew down on his giant white owl. Over coffee, Yarko asked the heroes to bring him the Eye of Aboath, which he intends to destroy for the safety of Pangloss, and indeed, all of Wyrld. For this service Yarko promised to pay the Clan 3000 gp, introduce them to the Seclusium, and present the heroes with a variety of magical items.  The heroes’ answer was noncommittal.
One night, while Balthazar was on watch while the rest of the Clan slept, the warlock was approached by emissaries of his Fiendish patron. This messenger manifested as a girl-voice goat accompanied by a robed figure holding a lantern. Balthazar was charged with retrieving the golden skull of Hekufarhim the Crepuscular.

Continuing on, the heroes later come upon a 100-foot-tall stone pillar, on top of which sits a weathered old man in a loin cloth. Thistle uses her Spider Cloak to climb up and talk to him. The man was a monk, who had been meditating for a year and had achieved “Total Cosmic Awareness” and offered to answer one question for them before he went back into meditation. The Clan asked for the whereabouts of Apostate, the Mind Flayer behind the kidnapping ploy in Vandala who escaped their justice. The heroes were surprised to hear that Apostate was currently on Klaive, the third planet from the sun (Wyrld is second).


The Crawling Manse
Eventually, the Wotan Clan entered Thistlethorn Forest, where they encountered a giant snail carrying a small keep on the back of its shell. This was the mobile manse of Maveth Blackbraid, dwarfish archmage and Magnathaum of Evil in the Pentarchy. Surprising no one, she too wanted the heroes to retrieve the Eye of Aboath.  For this service, she would pay the Clan 5000 gp, introduce them to the Seclusium, and give them a variety of magic items from her collection. She openly admitted that she intended to use the Eye to increase her own personal power and rule Pangloss. She also admitted to sending other parties ahead of the Wotan Clan. The heroes were impressed and thanked her for her honesty.


A few days later the Wotan Clan arrived at the Trollmaw Mountains, deep within the Thistlethorn Forest. They encountered a patrol of gnolls and tracked them back to their village. Unprepared at the moment to take on 100-plus gnolls, the PCs vowed to return later and moved on to the Well of Discord.

The Well of Discord was built into the side of a mountain, its massive, fallen doors flanked by two towers. An open an inhabited dungeon, the sounds and smells of danger echoed from its depths. The Wotan Clan left Mugrum with Balthazar’s footman to guard the wagon, and the Wotan Clan entered the Well of Discord.


Known facts about the Well of Discord

The Well of Discord
Built 900 years ago by the human wizard Gorlach the Foul Hand.

Open and closed many times over the centuries.

The dungeon has been expanded, reoccupied, and modified by various inhabitants.

Final resting place of Druuj the Slayer.

Reopened most recently 5 years ago by an adventuring party called the Brass Helm.

Gorlach was an art lover and included many galleries in his sanctum.

Alien cultists made the dungeon their home many decades ago.

Previous adventuring parties have entered the dungeon and never returned:
·         Guardians of Fate
·         Red Sabbath
·         Sons of K’Narth
·         Seven Sisters

Magic is unreliable the deeper you go into the dungeon.

A small village of woodsmen lies just a day southwest of the dungeon.

Warlord Gilliard Greywulf entombed his 333 elite guards within the crypts 400 years ago.

150 years ago, Idoryl the Gold (cleric of Brahma) descended into the dungeon to cleanse it of evil.

There is at least one portal to another world somewhere in the dungeon.

600 years ago, refugees from Sahu, the Isle of the Necromancer Kings, made the dungeon their home.

The dungeon once held a great library.


Things that happened in the dungeon…

The Well of Discord was a powerful Wild Magic Zone. Spells and cantrips have become distressingly unpredictable.

Something weird happened, where new party members appeared without warning. The party had years of memories regarding these new individuals.  Then they disappeared, along with any memories regarding them. Anything they did with the party, however, inexplicably remained (healing, monsters killed, the alien coin that Jimmy Starsoul gave Balthazar, etc.).
“New” party members included:
o   Mohaan Lionstalker of the Tallgrass tribe
o   Jimmy Starsoul, the space wizard
o   Slipperfoot, the giant weasel that talks like a man (R.I.P.)
o   Smokestack Joe McGillicutty, the hobomancer
o   Princess Marigold
o   Quvak, the humanoid platypus

The Black Tongue gnoll tribe took up residence in the first level of the dungeon, performing violent rites to Demogorgon.

The Wotan Clan rescued Tom Barley, Halfling cleric of The Lawgiver, from fiery sacrifice. Tom came to the dungeon with his adventuring party, Fortune’s Fellows. They wanted to find the Oracle that resides within the Well of Discord and find out what’s causing mass spontaneous miscarriages in their town. He joined the Wotan Clan in order to find his missing companions.

In the towers the Clan found a magical “hard light” seal bearing the symbol of Brahma, holding a door closed. The heroes used magic to suppress the seal and enter. Beyond the seal, they found an ancient torture chamber that was home to a powerful Kyton and her minions.

On the second level, the Wotan Clan found distressing statues of the archfey known as the Gustatory Colossus and the Despicable Infant. They also encountered mimics, an alien fruit bush, and the corpse of a Yellow Warlock of K’Narth.

A magical art gallery caused numerous problems for the Clan. A chimera leaped out from a magic eye painting, while a painting of gnolls playing three-dragon ante transformed Skeld into one of those foul creatures.

The Wotan Clan discovered an underground garden guarded by gargoyles. The garden held a variety of magical plants that grew under the light a piece of star.


At last, the Wotan Clan settled down to camp in a safe room, specially warded against a variety of monsters. They currently share the space with a trio of disgusting Sludge Dwarves who warned the part to stay off Level Five… unless they want to kill the dragon. 


Wednesday, November 13, 2013

Elves and Dwarves of Wyrld


Let's talk about the elves and dwarves. I'm not out to reinvent these guys, but they have a few peculiarities to Wyrld.

Elves of Wyrld
The Annunaki brought the elves with them when they came down from the stars. Long-lived and beautiful, the Annunaki used the elves as slaves for all manner of foul pleasures and entertainments.

Elves are beautiful and androgynous beings. Some sages suspect that they may be at least partially plant-based. This would explain their long lifespans and their resistance to sleep and charm. Thanks to their long life and alien nature, magic comes readily to elves.

Generally, elves worship no gods. They went down that path once before with the Annunaki, and it didn’t turn out well for the elves. Instead, elves revere the impersonal forces of nature--fire, wind, storms, the sea, etc. Some of the most depraved and chaotic of elves cast their lot with the Dead Gods.

In recent years, many elves, especially older ones, have begun to feel an uncontrollable pull towards the depths of space. They lapse into weird meditative states, casting their minds across strange alien vistas. Eventually, their minds leave their body and never return. Their physical body petrifies, transforming into a weird substance somewhat like ivory, somewhat like wood, somewhat like amber.

Elves tend to have names like Wuxia film heroes--Thunder Eagle, Starlight Radiant, Clever Foxfire, etc.

Mechanical Stuff
Wyrd (and Abaddon by extension) uses the Elf race/class from Labyrinth Lord. with a D6 as its Hit Dice.

Like all PC races, elves do not have infravision.

Elves have a +2 to the Search skill, and have a 1-in-6 chance to detect secret doors passively (without dedicated searching).

The spellbook of a 1st level Elf starts with 1) Read Magic, 2) One spell of their choice, 3) One spell determined randomly

Elves require one free hand to cast spells. An elf using a 2-handed weapon can hold said weapon in one-hand while casting. Most elves avoid shields and prefer longbows and greatswords for this reason.

Fluffy Stuff
There are three main breeds of Elf. Each breed has distinct tendencies towards alignment and types of magic, but no hard rules.

Arboreal Elves (Forest Elves)
Live deep in the pine and oak forests of the cold North.
Tan, ruddy, or copper-toned skin with black, brown, or honey hair.
Taller than humans.
Tend towards Law.
Usually prefer swords and elemental spells.

Floral Elves (Glade Elves) 
Live in the forested hills and glades of the temperate lands.
Creamy skin, often with blue, green, or pink tints. Hair may be colored red, blue, green, purple, or other almost any other hue.
Shorter than humans.
Tend towards Neutrality.
Usually prefer bows and enchantment spells.

Fungal Elves (Midden Elves)
Live underground in the Deep Down Below.
Bone white or gray skin. While, gray, or black hair. Solid black eyes.
About human-height.
Tend towards Chaos.
Usually prefer spears and necromantic spells.


Dwarves of Wyrld

After the Annunaki came down from the stars, they needed a labor force. Elves were too fragile and valuable, and humans were too wily and delicious, so the Annunaki created the Dwarves. Craftwise and sturdy, the Dwarves raised mighty cities and dug deep mines for their alien masters.

Dwarves are shorter than humans, but have almost the same mass, making them dense but powerful.. Male dwarves cultivate mighty beards as a symbol of pride. Female dwarves are beardless but craft their hair into elaborate braids.
When a dwarf dies, his heart concretes into a gem of otherworldly color and shape. Dwarves revere no gods, but practice an elaborate form of ancestor worship. They build great family shrines to house the heartstones of their forebearers where they can meditate and study the wisdom of the past. The greatest of dwarven artifacts are set with the heartstones of dwarven heroes of old.

Dwarves and humans have been allies for centuries, and the ties of friendship between the two races are old and deep. The alien nature of the elves cause them great suspicion.

Mechanical Stuff
Dwarves in Wyrld use the race/class as found in the main Labyrinth Lord book.
Dwarves are amazingly tough, and use a D10 for their Hit Dice.

Their squat build prevents Dwarves from using polearms or longbows (shortbows are okay).

Instead of the underground detection stuff, Dwarves has a +2 to the Architecture skill.

As with all PC races, Dwarves do not have infravision.

Fluffy Stuff
There are two main breeds of dwarves. They have some flavor/narrative differences, but are mechanically identical.

Dwarves of Fire
There are the feisty, loud, hard-drinking, Scottish-accented dwarves. The tend to have fair-to-ruddy skin and red, orange, or brown hair. Dwarves of Fire are masters of metal work and make their homes in stony hills and mountain fortresses. Dwarves of Fire tend towards Neutrality and prefer axes.

Dwarves of Stone
These dwarves are serious and conservative folk, sometimes leaning towards grim and dour. They are almost Calvinist in their attitudes towards work, family, and community. Unsurprisingly, Dwarves of Stone are master masons and stoneworkers. They build their homes and vaults underground or deep in the hearts of mountains. They have brown-to-gray skin with dark hair. Dwarves of Stone tend towards Law and prefer hammers.

Monday, November 11, 2013

Clerics of Wyrld


In setting up my Beyond the Wall campaign for my home group, I've let my preparations for my G+ Labyrinth Lord game slide. Well enough of that. Let's hash out some house rules and fluff for clerics (and druids, if you must).


Clerics in Wyrld
Clerics conform almost exactly to the rules of Labyrinth Lord. They use a D6 as their Hit Dice and start casting spells at first level.

Clerics get bonus spells for high Wisdom, as explained in the Advanced Edition Companion.

Clerics cannot be Neutral in alignment. They must either cast their lot with Law or Chaos. A theoretically neutral god would not be interested enough in humanity to grant spells or powers.

On the other hand, druids, who worship the impersonal powers of nature, must be neutral.

The Powers of Law
The humans of the Brazen Empire worship two gods of Law, Bramah and Unaste, the Divine Couple. Lawful clerics must choose which god they serve.


Not every priest is a cleric. In fact, most of Bramah and Unastre’s clergy is composed of non-spell-casting lay-leaders (usually fighters or 0-level humans). Clerics are the special chosen of the gods, tasked with defending the faith and bringing the might of the gods to the unholy.

After disappearing for 300 years, the island of Abaddon seems to have largely forgotten the gods of Law. It's time to fix that, padre.

Bramah
God of Heroes, the Sun, Smiths, Civilization
Symbol: Golden bull
Bramah is the deified hero who defeated the Witchlords of Ur and founded the Brazen Empire. He forged the sun and set it in the sky and built the first cities.

Unastre
Goddess of Magic, the Moon, Sex, and Death
Symbol: Six-armed woman
Unastre was a powerful demoness who forsook her hell-borne nature and took up the cause of Law. She raised Bramah from the dead when he was killed by Santanis.


The Powers of Chaos
Law is vastly outnumbered by the forces of Chaos. Thankfully, these evil powers fight against each other as much as clash against Bramah and Unastre.

Santanis
God of Evil, Betrayal, Murder, and Darkness

Symbol: Goat skull
Santanis was Bramah’s best friend and battle-partner. He betrayed and murdered Bramah, then devoured the essence of the Dead God Ahrizoth, becoming a god himself. Santinis is the only god of Chaos who is not an unknowable alien monstrosity.

The Dead GodsThe Dead Gods are the insane, alien god of the Anuunaki, brought down from the Outer Dark. The violent and brutish clans of beastmen (goblins, orcs, ogres, etc) worship them, as do the most depraved and insane of human cultists. The exact number and names of the Dead Gods remain unknown, but they are said to include:

Ktulhu – The dreamer in the deeps (Symbol: Fanged tentacles)
The Yellow King – God of sickness, insanity, and ennui (Symbol: The Yellow Sign)
Aboath – God of slime and filth (Symbol: 13 eyes)
Shub-Nergaal – The mother of monsters (Symbol: Black hoofprint)
Nyarloth – The dread herald (Symbol: Black horn)
Yog – God of space, time, and fate (Symbol: Spiral)
Zothmagoth – The mad destroyer (Symbol: Bloody bone mace)


Druids in Wyrld
Druids must be neutral humans. They do not worship gods, but revere the impersonal powers of nature (thunder, fire, wind, etc) and various totem spirits (bear, wolf, raven, etc.) The woodsmen tribes on the frontier are much more likely to have druids among them than clerics.

Druids in Wyrld conform to most of the rules found in the Advanced Edition Companion. They use a d6 for their Hit Dice and get bonus spells for high Wisdom.

Druids get a +2 to their Bushcraft skill.


CLERICS! 








DRUIDS!






Saturday, October 12, 2013

Abaddon, the map! (and some places of note)

I finished the map of Abaddon last night. I don't usually color my maps, but I'm pretty happy with how it turned out. As is normal for me nowadays, I stuck with the Jack Kirby color palette. With the groovy powers of modern technology, I was easily able to make versions of the map with and without a hex grid.



Here's some "known" information about some of the areas featured on the map.

Rook's Landing
The only Imperial settlement on the island. Founded three years ago by Lord Tiberius Rook.

The Duchy of Nightmass
Human lands ruled by Duke Xiro. In constant war with...

Candle Quay
A prosperous fishing city ruled by Lady Cybelle. Known for their strange religious practices.

The Fleshlands
The land here is made of living, quivering flesh. It moans and screams, exudes random limbs and members, and excretes all manner of foul substances. A place of foul magic. The ruins of Mandraxis' manse is here.

Nibiru
This islands holds the ruins of an Annunaki city, ancient for eons.

Lake Venom
A massive lake of poison, surrounded by the Bone Shore. Home to trolls.

Reaver's Island
Home to barbarians and mutants.

Hastur's Teeth
A massive mountain range of jagged granite peaks. Cassilda's Peak is the largest tallest, haunted by strorms and monsters.

Genenna Mons
The largest known volcano on Wyrld.

Three Witches
A trio of volcanoes, taboo and believed cursed by the local amazons.

And yes, the amazons ride dinosaurs.

Friday, October 11, 2013

Abaddon and Wyrld, an overview (with image dump!)

My new setting for my upcoming campaign (ostensibly FLAILNSAILS compliant), is coming along nicely.The Map of Abaddon is done, except for grid and labels. I've got the basic history of Wyrld (the game world) and Abaddon (the island setting) hashed out. Rather than assault people with my tortured prose, I'll just present it as bullet-points.

Broad History of Wylrd

Eons in the past, and Wyrld has no sun and two moons.

The Annunaki come down from the stars, bring with them their Dead Gods and the Elves.

Elves are slaves of the Annunaki, used for entertainment and the magical properties of their blood.

The Annunaki create Dwarves for labor and Men for food.

The Annunaki craft the world under the perpetual twilight of two moons.

Suddenly, the Annunaki leave.

One of the moons falls from the sky, crashing into Wyrld. The planet burns for 1000 years.

Wicked days of fire and darkness, dragons and trolls.

The Witchlords of Ur rise to power, using poorly-understood secrets of Annunaki magical science.

Wyrld is dark and sunless. The Witchlords constantly war between each other and breed all manner of beast, monster, and undead abomination.

Two smiths Bramah and Santanis, human slaves of the Witchlord Mag-Xyloth, rise up forge a rebellion. Their army of Men, Elves, and Dwarves, strike against the Witchlords.

The demoness Unastre falls in love with Bramah, and is redeemed by him. Unastre renounces her demonic heritage. The two marry and become battle-mates.

The Witchlords, in a final gambit, unleash Ahrizoth, the most powerful of the Annunaki's Dead Gods.

Santanis betrays and kills Bramah, then devours and absorbs Ahrizoth's power, becoming a god.

Unastre uses her great magic to bring Bramah back to life, making him immortal.

Bramah forges the sun and casts it into he sky, bringing light to the world and defeat to the Witchlords and Santanis.

Bramah founds the Brazen Empire, and the Dominion of Man begins. Bramah and Unastre reign for 200 years before ascending to the divine.

And so...
The Brazen Empire was founded 2000 years ago. It has been in steady decline for 500 years.

It is currently Imperial Year 2176.

The current Emperor is Vandranis Ro, a sick and ineffectual man bullied by the senate.

Affairs of the Empire will likely never influence this campaign, but it's good to know the basics.

The Island of Abaddon
A large island, far on the western edge of the Empire, mostly outside of its influence.

Inhabited by many wizards, seeking to peruse their own sorcerous projects without imperial interference. (The wizards went Galt!)

The greatest of Abaddon's sorcerers was Mandraxis the Magician. His manse still remains in the Fleshlands.

300 years ago, Abaddon disappeared. No cataclysm or apocalyptic explosions. One day it just disappeared.

Three years ago, it suddenly returned.

Spending three centuries “someplace else” has changed the islands and its inhabitants.

Adventurers and explorers from across the empire have come to Abaddon in search of mystery and fortune.

Lord Tiberius Rook founded Rook's Landing, the only Imperial settlement on Abaddon.

Rook's Landing serves as a starting point for many adventurers.

Jungles and swamps in the south. Badlands to the north. A band of fairly temperate forests and grasslands in the middle. Reavers Island is cooler.

Dinosaurs!
Aesthetic and Feel of the Abaddon Campaign
I'm going for a “weird pulp adventure” sort of feel. Not really “dark” but weird and fantastical. Clark Ashton Smith, Fritz Leiber, and Jack Vance are the heaviest influences. If I'm being honest, there's a bit of “Adventure Time” tossed in there too. Abaddon is a crazy, strange, and wicked land, but the brave and bold will succeed.

The Brazen Empire has a distinct Roman feel, with some heavy Mesopotamian influences.

Visually, I'm trying to lean away from the modern “dungeon-punk” aesthetic and recapture the “old-school” Erol Otus/Bill Willingham feel. So, massive shoulder pads and tons of belts are out. Helmets with horns (or wings!) and cuffed boots are in.



Inspirational Abaddon Image Dump
These images came from all over the Internet and found their way onto my hard drive.I don't know most of their sources. My apologies.



 

 




 


 







Wednesday, October 9, 2013

Magic Users of Wyrld

So I'm setting up a FLAILSNAILS game, and I'm busy kicking together the setting and house rules. I'll talk more about the setting (The island of Abaddon on the planet Wyrld) soon, but for now I want to start talking about house rules and campaign flavor/information stuff. For this online (Google Hangouts) campaign, I'm going to use Labyrinth Lord as a base, mixing in the skills from Lamentations of the Flame Princess, and tossing in some of the combat stuff from Adventurer Conqueror King.

So that brings us to Magic Users.

Magic Users (wizards, mages, sorcerers, etc.) are humans who have rediscovered the ancient reality-warping arts (and sciences?) of the Annunaki. Spells are pseudo-living memetic constructs that a trained magic user crams into their brain through a combination of ritual, self-hypnosis, and coordinated brain damage. That's what "memorizing spells" means. The formula for binding spells into your mind are kept in jealously guarded tomes and grimoires. The act of spellcasting releases the spell from the wizard's mind into the world in an orgasmic release of reality-warping energy.

All wizards on Wyrld, are a little odd, and have the good taste to dress like wizards. Whether that means a robe and pointy hat, star-spangled Jim Starlin cosmic couture, or Erol Otus extravagance is up to the individual, but all magic users dress in distinctive fashion that screams "I'm a wizard!"

Rules Stuff

Magic Users use the rules as presented in Labyrinth Lord with the following changes.

The lore skill, automatic familiar, and Pulse of the Universe additions are intended to allow the Magic User to do some wizardly things even after they run out of spells. Like, they get to walk around with an owl on their shoulder, going "Hrmmm hrmmm yes, this appears to be a burial mound of the Hob-Knee Goblins from the time of the McKendric Supplicants.Very interesting, oh my yes..." and stuff.

Allowed Weapons: Dagger, staff, sling, dart

Starting Spellbook
1) Read Magic
2) Summon Familiar (if they want it)
3) Spell of the PC's choice
4) A spell rolled randomly

If they drop the 100gp, a magic user can start with a (non-special) familiar of their choice.

Each new level, the PC rolls for a new random spell. This spell will be of the highest level they can cast.
There is no limit to number of spells a MU can know.

Lore
A basic “I’ve read something about this” skill.
Base chance: (1 in 6) + INT
+1 again at level 5. +1 again at level 9.

Pulse of the UniverseBy handling and concentrating on an object for 1d4 turns, a Magic User can determine if an object is magical. This is a time consuming process and only works on one object at a time. The Detect Magic spell still exists, and is still useful for its speed and precision. 
(I picked up this idea from another blog. I honestly cannot recall which one. My apologies.)

Spell CastingDeclare spellcasting at beginning of round, before initiative is rolled.
A spellcaster can make normal combat move, but no running. Keep your DEX bonus to AC
MU’s must have both hands free to cast. A staff, dagger, rod or wand is okay, since they are ritual tools.
Damage or a failed saving throw disrupts the spell, but a Save vs. Spell lets the caster retain the spell in memory

.
WIZARDS!