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Let's Read- The Palladium Role-Playing Game- 1st edition revised

Started by RunningLaser, November 12, 2012, 10:57:28 AM

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Zachary The First

RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

RunningLaser

The Wizard OCC is the first Men Of Magic OCC listed.  To become a wizard, you are required to have a minimum IQ of 10 and I can see no alignment requirements.  There is a small list of OCC skills and then we get to something interesting- power words.  All wizards start off with four power words- Acha, Keron, Pein, and Yin.  The full explanation for these is in the Diabolist section, but in a nutshell power words are the source of all magic created by the old ones, kept secret by those who learn them.  Merely speaking power words aloud allows one to tap into the mystical energy.  There are nineteen power words in the book, of which the only the Diabolist and Summoner can know all.  Wizards are limited to only the simplest ones, the four listed above.

After the power words, there is a list of common knowledge spells for starting wizards.  These are decipher magic, sense magic, cloud of slumber, sphere of light, tongues and the enchanted cauldron.  Moving along, wizards get to learn two additional languages, and can read/write.

There are two charts listed next, one detailing Magic Combat level progression and the next showing how many spells may be cast per day per level and the percentage chance for Scroll Conversion.  The page is then rounded out with elective skills (6 to start with) and secondary skills (8 to start with).

Going forward, we have a list of elective (4 magic electives explained below) and secondary skills available to the wizard and to the right, a chart detailing the experience point/level progression.  What is interesting here is that the wizard is the second least expensive ( to in terms of experience points needed to level up, only 1,870xp to hit 2nd level) OOC I've come across so far, the cheapest being the thief at 1,850xp.

Lastly, there are four magic electives presented for the wizard, each given a brief synopsis and fully explained later in the Diabolist section.  These electives are recognize runes (recognizes, but cannot read them), study circles (recognizing circles, but not their operation.  Can learn 5 simple circles.  Needs to take study symbols),  study symbols (limited knowledge of symbols- 12 basic symbols from the grey zone and four elements and colors.) and study wards (recognizing real wards from fakes, but not use , creation or function of the wards.)

Next up, we'll begin to go over the Wizard's spell list.

RunningLaser

A brief note on how spells are presented before we begin.   Spells are presented by showing the name of the spell, followed by the level, range, duration, saving throw and then finally a description of what the spell does.

The first spell listed is Charm.  It has a range of 15 feet, a duration of five melees per caster level and a standard 12+ saving throw.  For a first level spell, this one is pretty powerful.  A failed saving throw means that the target of the spell is under the complete control of the caster.  There is a “suicide clause” given where if the caster commands the charmed target to do something that would certainly kill them, they are allowed another save with a +2 bonus.  To reiterate- if you get charmed, you are at the complete whim of the caster.  Keep in mind that the standard saving throw versus magic is a 12 or higher on a d20.  With the suicide clause, you get an additional +2, for a 10 or higher.  A higher level wizard with a good spell bonus can eliminate that save add or even increase the base save.  Charm doesn’t play around here and for a first level spell and the first one listed, I find it horrifying.

As a final note, it is stated that while charmed, the target is fully aware of everything that is being done to them and have full memories of what happened.  

Charismatic Aura has a range of a sixty feet radius, lasts 6 melees per level of the cast and has a standard 12+ saving throw.  It is similar to Charm, with the exception that the Charismatic Aura affects all within the radius of the spell.  Failing a save means that in the eyes of the target, the caster’s Physical Beauty instantly jumps +8.  The caster can choose one of three effects to utilize on targets that fail their saving throw- friendship/trust, power/fear and successful deception.

RPGPundit

Jesus, you're actually gonna go spell-by-spell?!

RPGPundit
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RunningLaser

#64
Quote from: RPGPundit;614839Jesus, you're actually gonna go spell-by-spell?!

RPGPundit


I was...  I've never done one of these "Let's Read..." ones before:o

If folks here rather I didn't, just let me know!

everloss

Quote from: RunningLaser;614854I was...  I've never done one of these "Let's Read..." ones before:o

If folks here rather I didn't, just let me know!

I think it's a great idea!
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Psychman

Quote from: RunningLaser;614854I was...  I've never done one of these "Let's Read..." ones before:o

If folks here rather I didn't, just let me know!

Just to make your own task easier, you could list the spells per level, but expand on them if there is something you think noteworthy, such as the sheer power of the Charm 1st level spell.  Otherwise, this will be a serious amount of writing!
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RPGPundit

Quote from: RunningLaser;614854I was...  I've never done one of these "Let's Read..." ones before:o

If folks here rather I didn't, just let me know!

No, quite the contrary, I admire your determination to be thorough!

RPGPundit
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Also available in Variant Cover form!
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Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
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RunningLaser

Spell by spell it is:)

Certain spells in the book overlap.  In the book, spells that overlap, such as elemental spells, are detailed later in the book.  I’ll mention the spell when it is listed during the read through, but won’t detail it until I actually get there.

Decipher Magic allows the caster to read any magical language.  It has a range of self lasts 10 melees per caster level and there’s no save.  It allows the caster to read any magical language.

Globe of Silence has a range of 90 feet, lasts 6 melees per caster level and there is no saving throw against it.  The spell creates a 10 foot globe that completely negates all sound within and allows no sound to enter.  This would be particularly useful against other wizards as they need to speak their spells aloud for the magic to work.

Increase Weight allows the caster to increase the weight of one living being by 30 pounds per caster level.  It has a range of 60 feet, duration of 8 melees per caster level and has a standard saving throw.

Paralysis Bolt shoots a bolt of energy that automatically hits its target.  A failed saving throw (standard) renders the target completely paralyzed, lasting 6 melees per level of the caster.  While the Bolt automatically hits, the target is allowed to Dodge the attack- needing a 19 or 20 to be successful.

Reduce Self allows the caster to shrink themselves to six inches tall.  None of the caster’s items or clothing shrink with them.  Spell lasts 10 melees per caster level and there is no save applicable.

Sense Evil when cast, alerts the caster to any evil within 30 feet.  There’s no saving throw and the spell lasts 1 melee per caster level.

Sense Magic is similar to Sense Evil listed above, but in this case it lets the caster sense any magic within 30 feet.  There’s no saving throw and the spell lasts 2 melees per caster level.

Ventriloquism has a range of self or others, a duration of 8 melees per caster level and no saving throw.  This is the classic “throwing one’s voice” up to 15 feet away.

Weightlessness once cast, reduces the weight of any object or creature by 30 pounds per caster level.  The spell lasts 6 melees per caster level, has a 60 foot range and uses a standard saving throw.

The following spells are from the elemental magic list and will be further detailed there.  These spells are Blinding Flash, Cloud of Slumber, Cloud of Smoke, Dust Storm and Water to Wine.

This ends all of the first levels spells for a wizard.  Next post we’ll get into 2nd level spells.

Tahmoh

Cheers for this thread RunningLaser it's made me consider picking copies of the 1st edition books up via ebay and other means(not sure if every 1st edition book is on drivethru) just so i can follow along with this htread and perhaps steal some of the cooler stuff for my next fantasy game.

Kind of strange how Uncle Kev managed to mess such a cool game up so badly when he switched to second edition(i like how he seems to have only kept the worldbooks beyond the 4th in print for second edition though as those are the mostly good ones)

Benoist

I'm waiting to receive the 1st edition Palladium rules myself, and am NOT reading this thread for fear it will taint my appraisal and original sense of wonder reading them. But I nonetheless want to acknowledge the sheer passion, grit, and determination that goes into this thread. This is awesome. I'll check out this thread and read through it once I'll have had my initial read as well.

:)

RunningLaser

Quote from: Broken-Serenity;615367Cheers for this thread RunningLaser it's made me consider picking copies of the 1st edition books up via ebay and other means(not sure if every 1st edition book is on drivethru) just so i can follow along with this htread and perhaps steal some of the cooler stuff for my next fantasy game.

Kind of strange how Uncle Kev managed to mess such a cool game up so badly when he switched to second edition(i like how he seems to have only kept the worldbooks beyond the 4th in print for second edition though as those are the mostly good ones)


Thanks!  As far as I can tell, all of the first edition products are available on Drivethru, including the GM shield.

RunningLaser

Quote from: Benoist;615388I'm waiting to receive the 1st edition Palladium rules myself, and am NOT reading this thread for fear it will taint my appraisal and original sense of wonder reading them. But I nonetheless want to acknowledge the sheer passion, grit, and determination that goes into this thread. This is awesome. I'll check out this thread and read through it once I'll have had my initial read as well.

:)


Looking forward to you joining us:)

RunningLaser

Level 2 Spells

Carpet of Adhesion allows the caster to create a super sticky "fly paper" carpet up to 10'X20'.  It has a range of 90 feet and lasts 10 melees per caster level.  It can be cast on any surface, including people.  Here's a spell that looks like it can be particularly nasty.  A successful save versus magic allows you to roll 2d6 with the sum total being the amount of melees you are stuck for.  A failed save means that you are stuck for the duration of the spell.  So even if you make your saving throw, you'll be stuck for at least 2 melees.

Immobilize – This spell creates a glittering cone, 20 feet in diameter and 40 feet long that freezes everything (in the rules this is emphasized) that enters it in time for 2 melees per caster level.  The spell has a range of 60 feet, and like the Carpet of Adhesion mentioned above, uses a special saving throw versus magic.  If successful, the target then rolls 1d6 with the sum obtained being how many melees they are immobilized for.

Invisibility has a range of self, lasts 15 melees per caster level and has no save.  This is your standard "turns invisible" spell and is noted that not even abilities such as night vision can detect.  It is noted that if cut, the blood will be visible.  

Levitate has a range of self, lasts 10 melees per caster level and has no save.  This spell allows the caster to levitate themselves and up to 300 pounds straight up (no horizontal movement)- 20 feet per caster level.

Love Charm- This one is a real doozy.  This spell has a range of 30 feet, a duration of 20 melees per caster level and uses a standard saving throw.  This is the Charm spell taken to a new level.  Intelligent targets who fail their saving throw fall madly and deeply in love with the caster.  This is the love you see on Investigation Discovery murder shows (if you get that channel).  The target will do anything their beloved/caster says, including murder or suicide.  

To further increase the danger of the spell, there's a chance for side effects to occur.  There's a percentage chart to roll on with a 50% chance of no effect.  Miss that mark and the target will either become a victim of insane jealousy (betrayal, murder caster, murder caster's friends, murder potential suitors of caster....) or the spell becomes permanent.   The game makes no bones about it, stating that the target becomes a love slave of the caster.  If the caster flees, the target follows.  If the caster dies, there's a chance the target may want to join them.  Creepy stuff.

Mesmerism has a range of 6 feet, lasts 5 melees per caster level and all saving throws are standard.  The spell according to the text, allows the caster to make "simple hypnotic suggestions" to the target.  This is stated to be more a spell to be used subtly.  This spell reminds me of the Jedi minds tricks- "these are not the droids you're looking for...."

See the Invisible has a range of self or others, lasts 10 melees per caster level and has no save.  The spell allows one to see anything that's invisible, including gods, elementals and the like.

Sense Traps allows the caster to magically sense traps within 5 feet.   The spell lasts 8 melees per caster level and there is no save.

Swim as Fish lets the caster and up to two others breathe and swim freely underwater.  The spell lasts 40 melees per caster level and there is no save.

Tongues lets the caster speak and understand all languages when cast. It can be cast on self or others and has a duration of 10 melees per caster level and no save.

Wisps of Confusion causes up to 8 targets to become disorientated imparting a -5 penalty to strike, dodge, and parry.  It also halves a targets attacks per melee.  The spell has a range of 90 feet, lasts 5 melees per caster level and uses a standard save versus magic.

The following are the 2nd level Elemental Spells available.
Chameleon, Darkness, Dowsing, Fog of Fear, Identify Minerals, Resist Cold, Rock to Mud, Globe of Daylight and Wind Rush.

Next are the 3rd level spells.

everloss

Man, Invisibility as a 2nd level spell? Totes cray.

I think in 2nd Edition, Tongues is like a 6th level spell.
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