Holy water batman! Are you doing it wrong?

Holy Water

Holy Water

Holy Water

If you think holy water requires a priest, some water, and a ‘bless’ – think again. Holy water as been in tabletop gaming from the beginning and has been house-ruled many times. It’s a powerful weapon against undead, evil items, and the stuff of many fantastical legends. Holy water is many things, but it is NOT simply a priest casting bless on some water.

This post comes about in response to a meme seen recently on social media. It asks, “What happens when a priest casts bless on the ocean?”. This meme is so far off base with holy water  creation anywhere, fantasy or reality, that I find it particularly irritating. The answer in game or real world terms is – nothing. OK, in gaming terms not really nothing.

Bless (AD&D 1E) raises the morale of friendly creatures by +1,  raises to-hit rolls by +1 – affecting those not already engaged in combat. *reversable

Components : Verbal, Somatic Material (Holy water) 

For a very long time many DM’s and players alike have glazed over this common item in various ways with assumptions, primary among them is – a cleric casts ‘bless’ on some water. Let’s take a closer look at holy water creation and how it might apply to our games. We’ll leave out the real world religious debate since it isn’t productive on the topic. What was done in the AD&D 1E book is similar to the practice of certain churches to create holy water. In that, in the real world it requires pomp and circumstance, ritual, a holy vessel and other implements.

Making Holy Water

Page 114 of AD&D 1E DMG Magical research > Creation of Holy water (paraphrased): Only Clerics, excluding druids may prepare holy or unholy water (depending on alignment). I think this assumes good clerics would not be allowed to create unholy water. The cleric MUST be level 5 or above to create holy water.

Holy Vessel

A specially blessed / cursed basin of fine workmanship and precious metal (Copper, silver, electrum, gold, or platinum) must be fashioned for the cleric. This vessel must be engraved with the holy / unholy symbols of the cleric’s deity and it must be in a special repository of finely crafted and carefully worked rare wood, with a base, pedestal, chest-like holder and lid – the whole being known as a font. This is a reminder that Gary did a bit of church-going and applied research and available knowledge to the game. The basin is placed within the font, and the cleric casts the following spells in succession while robed in formal vestments appropriate to their religious persuasion:

  • Create Water
  • Purify food & drink (or reverse for unholy water)
  • Bless (curse for unholy water)
  • Chant (1 full turn)
  • Prayer

The amount of holy water created depends on the metal of the receptacle and cost of the font. Once created the holy water cannot leave the font for more than a turn unless it is placed in specially blessed (cursed) vials of crystal – either rock or special leaded glass (each vial worth 2-5 gp)

Font

  • Copper – 6 vials
  • Silver – 10 vials
  • Electrum – 18 vials
  • Gold – 32 vials
  • Platinum – 50 vials

basic costs range from 130 gp – 200,000 gp and font costs range from 200 gp to 2,000 gp.

The ritual requires a full day and may only be done once per week and requires an 8 hour rest afterward. Only one font is allowed per religious edifice. Defiling such a font is rather easy to do and requires a complete re-smelting.

Holy WaterA priest in a boat casts bless

Well, thank you now my morale is a +1 while I’m considering being a cannibal and I get a +1 to hit while your back is turned! none of the water around you is blessed and nothing more happens. In AD&D especially even through 2E the creation of magical items, even the simplest ones was no small task.

As DM’s we should not be allowing priest players to walk around arbitrarily casting bless on a stream to refill holy water vials. We also should be applying appropriate costs to those vials. Holy water is a blessed, holy, carefully created substance, not a religious after-thought that boils through undead like lava in a hayfield.

 

 

 

 

Old School Character Sheet – Form fillable

Character Sheets

Character SheetsA Free OSR Character Sheet!

Why should 5E players have all the fun with Form-fillable PDF character sheets? 1E / OSRIC players, have no fear, Fail Squad Games is here!

For those folks who love digital things at the table and DMs who want NPCs in their digital files, this FREE character sheet is a big help. Created from the Standard Fail Squad Games character sheet, just open the PDF, fill in the blanks and print or save.

Click the image or CLICK HERE to download the FSG Form Fillable character sheet.

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It’s time for a NEW adventure!

Bogey of Brindle 1E
The Bogey of Brindle – Newest adventure from FSG!

The Bogey of Brindle

is the latest adventure module from Fail Squad Games. The Kickstarter backers are just about to receive their Fifth Edition copies and you can now PRE-ORDER your 1E / OSRIC copies direct from the FSG webstore.

1E Modules will be shipping early in September when backers are receiving their 5E copies. Soon after, the 5E version will be open to the public for ordering.

Get in on this one early!

ORDER NOW

OSRIC – The Missing Piece

OSRIC PieceOne glaring problem has plagued me as I work my way through writing various OSRIC / 1E adventures. The OSRIC rules do not include Thaco in monster stat blocks. Monsters attack as Fighter of “appropriate levels”, BUT those levels do not equal hit dice or anything in the monster stat block. So you must get the HitDice from the stat block, then go to Attack and Saving Throw Matrix for Monsters to find the matching level, then back to the attack matrix for fighter to find the Thaco.

This has been an on-going page flipping hassle. Why OSRIC? Why Stuart Marshall did you not include Thaco (Or a generic similar term)?

I know it’s a 1E clone, and 1E didn’t have Thaco either. But we get XP with OSRIC, which was missing in 1E. It’s a small thing, but a page flipper for DMs.

I decided to take a break from writing and create for myself a table to rectify this page flipping hassle. Then it occurred to me that other DMs were having a similar time, so here is the resulting table. If you share it around, just please try to keep the FSG logo and text at the bottom. I would really appreciate that.

Click on the image for a full size view. From there you can print, etc.

OSRIC Monster Attack Matrix
OSRIC Monster Attack Matrix

Identify – Are you doing it wrong?

I cast Identify
I cast Identify!

If you are like me, and possibly many other 1E / OSRIC gamers, you are using the Identify spell completely wrong! Part of my expectations for the spell came from my Commodore 64 days where most information regarding a magic item could be gleaned by either casting the spell when convenient, or paying a wizard school to cast it for you. Once cast *POOF* we knew all there was to know about our new magic item.

It turns out I have been handling this spell ALL wrong for many years now. Part of this may also be due to lazy DMing which also becomes a factor for many playing the game with magic items. First, let’s take a look at what the spell actually DOES in first edition Advanced Dungeons & Dragons.

 


Identify (Divination)

  • Level: 1
  • Components: VSM
  • Range: 0
  • Casting time: 1 turn
  • Duration: 1 Segment/level
  • Saving Throw: None
  • Area affect: 80 sq feet/level

Explanation/Desc (edited): When an Identify is cast, one item may be touched and handled by the magic user in order to possibly find whatever dweomer it possess. The item MUST be held or worn as would be normal for any such object. Note that any consequences of this use of the item fall fully upon the magic user, although any saving throws are still the privilege of the magic user. For each segment that the spell is in force, it is 15% + 5% per level of the magic user that ONE property of the object touched can become known. Possibly that the item has no properties and is merely a ruse (Nystul’s magic aura or magic mouth being detected).

Each time a property can be known, the DM will secretly roll to see if the magic user made their saving throw vs magic. If the save is successful, the property is know; if it is 1 point short, a false power is revealed; and if it is lower than 1 under the required score, no information is gained.

The item will never reveal it’s exact pluses to hit or damage bonuses or penalties. Although it will reveal that it has few or many of such rewards. If it has charges, it will never reveal how many, but will give information that is +/- 25% of actual.

The item to be identified must be examined by the magic user within one hour per level of experience of the examiner after it has been discovered, or all readable impressions have been blended into the party that has possessed it.

After casting the spell, the magic user loses 8 points of Constitution. They must rest for 6 turns per 1 point to regain. If the caster falls below a 3 Constitution, they fall unconscious and will not regain consciousness until fully healed 24 hours later.

Spell components are a pearl of at least 100 GP value, an owl feather steeped in wine. With the infusion drunk and a LIVE miniature carp swallowed whole prior to spell casting. (Crushing and infusing a luckstone gains +25% And +4 on saves)


Ok first off – Wow!

The magic user has to put their life on the line. They may become cursed by a foul item since they need to don it as intended. They will take an 8 point con hit, and only have a 15% + 5% / level /segment handled chance of identifying one aspect of the item, which even still – is not completely clear.
What’s more, it didn’t stick in my memory that one had to swallow a live carp before casting! Who has a live carp in their pocket in a dungeon?

OSRIC is a little more forgiving. In the OSRIC rules the DM May opt, for convenience, to relay the pluses of to-hit and damage. They also did away with the live carp, keeping only the 100 gp pearl. The results are no more reliable though, and the loss of 8 con is still a challenge. OSRIC also let’s the wizard get away without dropping unconscious for 24 hours at 3 CON.

As a DM and a player, I have been allowing this spell to be WAY too powerful. Even with an identify, the mysticism of an item remains in tact. I like that idea…. the book keeping sounds like a nightmare.

The problems as I see it, is how to handle magic items. Not knowing the details of an item truly places a burden on the DM. The player’s do not have access to the exact pluses or penalties of their magic items, armor, weapons, rods, staves, wands…. They know little of any mechanic information. Now it is up to the DM to have a list of all magic items the party has and how they affect all of their rolls.

When a player says, ” I am using my magic armor and this magic sword, with this magic ring….. I roll a 12 – I hit AC 5″

The DM now has to reference all the magic items on the list, do the math for the character and find out that they actually hit AC3 (Or whatever). Then when the monster attacks, he rolls a 15 and hits AC 5… but wait, that’s a ring of protection +1, chain +2…. so the character doesn’t even know their actual AC when asked by the DM. This could potentially create a mess! The DM will need to have a completely different set of stats for each character different from the character’s sheet. It also forces the DM into far more adjustments to add to the already heavy job of DMing. Personally, I would have no interest in trying to maintain this chaos of a higher level party who have no information on their own equipment. Their character sheets become completely inaccurate!

It’s no wonder this spell got house-ruled so many times! Do all you DMs keep player character notes and adjustments behind the screens or do you let the players know what their equipment is?

Here at Fail Squad Games, we don’t want to complain, we want to seek a solution. So here is what will be making an appearance at future games.

Advanced Identify (Divination)

  • Level: 3
  • Components: VSM
  • Range: 0
  • Casting time: 1 turn
  • Duration: 1 Segment/level
  • Saving Throw: None
  • Area affect: 80 sq feet/level

The material component is 3 pearls of at least 300 GP value total, an owl feather or eye steeped in 8 oz of wine and drank. The same handling requirements are in place putting the caster at risk, however they save at +2 vs ill effects. A similar, but weaker constitution hit applies (-6). The same 15% +5% /level / segment chance applies. The PLAYER rolls the save vs magic. A successful save reveals one specific about the item, a failed save reveals nothing. Time remains of the essence as the original spell (1 hr per level of discovery)
The specific mechanics of an item aren’t known to characters, but players WILL be given this information. Meaning, that when one character talks to another, they cannot relay, “This is a +2” but can relay it has benefits.

Do you have another solution or alternative that you use at your table for identifying magic items? Post them in the comments

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