TEXT: Enchanter Class 
  For Labyrinth Lord and OSR Games 
   
   
   
   
  Welsh Bard Games 
  Writing, Editing, and Layout by Brett Slocum 
  Cover Illustration:  “The Quarrel of Oberon and Titania” by Sir Joseph Noel Paton, 1849 
  Interior Illustrations: “Prospero and Ariel (from Shakespeare's The Tempest)” by William Hamilton, 1797 
  “Nymphs and Satyr” by William-Adolphe Bouguereau, 1873, “Lobster” by Albrecht Dürer, 1495. 
  Additional commentary: James Spahn and Ian Borchardt 
  “The Quarrel of Oberon and Titania”, “Prospero and Ariel (from Shakespeare's The Tempest)”, “Nymphs and Satyr” and 
  “Lobster” are in the public domain in the U.S.A. The OSR Compatible logo is Copyright by osrcompatible.org. The logo has 
  been released as Creative Commons (CC-BY 3.0). 
   
  This module is OSR Compatible and can be used with any old school RPG or modern clones. It was designed with the classic 
  version of the game in mind but with minimal changes can be used with original or advanced rules or their clones. 
   
  Armor Class is given both descending and ascending values, with ascending values in parentheses. An unarmored character is 
  AC 9 (10) and chainmail gives AC 5 (14). 
   
  Unless specified, all encountered creatures and men are assumed to have the same movement rates as normal men and to use the 
  same saving throws as a fighter of the same level as their hit dice.  
   
  
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  Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James 
  Wyatt, based on original material by E. Gary Gygax and Dave Arneson 
  Labyrinth Lord™ Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor. 
  Enchanter Class for Labyrinth Lord Copyright 2014-15, Brett Slocum. Author Brett Slocum. 
  END OF LICENSE  
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  Enchanter Class for Labyrinth Lord 
  Requirements:  
  CHA 9  
  Prime Requisite: 
  INT 
  Hit Dice:  
   
  1d4 
  Maximum Level:  
  None 
   
  The most powerful spells of Prospero, the great 
  magician of William Shakespeare's The Tempest, 
  were not cast by his hand. He had his faithful air 
  spirit, Ariel, cast them for him. Prospero is an 
  Enchanter, cajoling a local spirit to do his bidding. 
   
  In this class for Labyrinth Lord, Enchanters can 
  perceive and communicate with local nature 
  spirits, such as nymphs, fairies, kami, and more. 
  They don't cast spells, but rather they convince 
  local nature spirits to cast spells for them. This 
  class could also work with other kinds of spirits, 
  such as spirits of the dead.  
   
  Enchanters have the same Hit Dice, Attack 
  Values, and Saving Throws as Magic Users. They 
  cannot wear metal armor because nature spirits are 
  wary and distrustful of those who wear metal in 
  large quantities, and they refuse to do their 
  bidding. Enchanters may only use small weapons, 
  such as daggers and darts. 
   
  Enchanters do not have spell lists or spellbooks, 
  nor do they create magic item, since the spirits are 
  casting the magic.  
  Class Abilities 
  Sense and Command Spirits: Enchanters are able to see and speak with nature spirits, and they can ask or 
  command them to cast spells and otherwise do their bidding. Enchanters have a Spirit Level which determines 
  which spirits are safe to work with. It is easier to command spirits of your Spirit Level or lower. Requesting spells 
  from a spirit of higher level than the enchanter is possible, but dangerous. After the enchanter finds a spirit (see 
  Elemental Nature Spirits below), which takes a combat round, the enchanter takes another combat round to 
  negotiate with the spirit to cast a spell. At this time, the enchanter can make offers of money, gems, magic items, 
  etc. to entice the spirit to work for the enchanter. These items must be available at the time of casting -- not 
  promises to be fulfilled later, except perhaps offers to build shrines to the spirit within a timeframe. What these 
  offers grant in terms of reaction bonus are up to the GM. Some spirits may require certain items to be offered, 
  giving no bonus. Other spirits may give bonuses for simple offers, like pretty flowers or a kiss. 
   
  On the enchanter's initiative, the GM makes a reaction roll on 2d6, adding the enchanter's CHA Reaction 
  Adjustment and Spirit Level, and subtracting the Level of the spirit. The GM checks the Spirit Reaction Table to 
  see if the spirit will cast the requested spell or otherwise perform the task commanded by the enchanter. The spirit 
  can be asked to cast the spell immediately (on the enchanter’s initiative) or up to 1 turn per enchanter’s Spirit 
  Level later (“If anyone comes around that corner, cast Fireball!”). Details should be worked out with the GM. 
   
  Spirit Reaction Roll = 2d6 + CHA Reaction Adjustment + Spirit Level – Level of spirit 
   
  
  Spirit Reaction Table 
   
  Roll 
  Reaction 
  2- 
  Hostile, spirit attacks enchanter's party. 
  3-5 
  Unfriendly, spirit may attack enchanter's 
  party or leave area. 
  6-8 
  Neutral, another round of negotiations 
  needed. 
  9-11 
  Friendly, spirit will cast the spell, they may 
  wander off afterward (50%) or stay nearby 
  (50%). 
  12+ 
  Enthusiastic, spirit will cast the spell and 
  will react to further requests at +1 for two 
  turns. 
   
  With a Neutral result, the enchanter must take 
  another combat round of negotiation with the spirit. 
  This process continues until the spirit agrees to cast 
  the spell or until the spirit leaves or attacks. 
   
  Spirit Servant (5th Level): After getting an 
  Enthusiastic reaction from a spirit, the enchanter can 
  try to convince the spirit to become their servant 
  (read henchman) for a negotiated period of time, 
  often a year and a day. The enchanter makes another 
  reaction roll, and, if they get another Enthusiastic 
  reaction, the spirit agrees to serve the enchanter. 
  Spirits employed in this manner can only cast one 
  spell per level of the spirit per day. 
   
  Stronghold/Shrine (11th Level): An enchanter may 
  build a stronghold, often a great tower, when they 
  reach 11th level. They will then attract enchanter 
  apprentices (1d6), who will range from level 1-3. 
  Alternatively, they may build a shrine to the spirits 
  in the area. They may attract local spirits that may 
  inhabit the shrine. 
  Enchanter Class Progression 
  Experience Level Hit Dice (1d4) Spirit Level 
  0 
  1 
  1 
  1 
  2,501 
  2 
  2 
  1 
  5,001 
  3 
  3 
  2 
  10,001 
  4 
  4 
  2 
  20,001 
  5 
  5 
  3 
  40,001 
  6 
  6 
  3 
  80,001 
  7 
  7 
  4 
  160,001 
  8 
  8 
  4 
  310,001 
  9 
  9 
  5 
  460,001 
  10 
  +1 hp only* 
  5 
  610,001 
  11 
  +2 hp only* 
  6 
  760,001 
  12 
  +3 hp only* 
  6 
  910,001 
  13 
  +4 hp only* 
  7 
  1.060,001 
  14 
  +5 hp only* 
  7 
  1,210,001 
  15 
  +6 hp only* 
  8 
  1,360,001 
  16 
  +7 hp only* 
  8 
  1,510,001 
  17 
  +8 hp only* 
  9 
  1,660,001 
  18 
  +9 hp only* 
  9 
  1,810,001 
  19 
  +10 hp only* 
  9 
  1,960,001 
  20 
  +11 hp only* 
  9 
  * = do not add CON bonus
  Elemental Nature Spirits  
  Local nature spirits are affiliated with the elements. The elements are Fire, Water, Earth, and Air. The four 
  elements also form two pairs of opposites. Fire is opposite Water, and Earth is opposite Air. (GMs wishing to use 
  this magic system in Asian-styled settings should use the Oriental elements of Fire, Water, Earth, Wood, and 
  Metal.) These spirits can only cast spells associated with their element. The GM decides which spells are 
  associated with each element (surely Fireball is Fire-based, but is Haste Fire-based because it makes you go fast, 
  or Earth-based because it affects the body?). All spirits have a Level which determines what spells they can cast 
  (5th level spirits can cast 5th level spells). 
   
  Some places are strongly associated with a particular element. A forest will be more Earth-oriented, while a 
  volcano Fire-oriented. Spirits of the given type are more prevalent than others, especially those of the opposite 
  element. 
  
  When an enchanter wants to cast a spell, they first 
  need to find a local spirit that can cast the spell 
  for them. The GM will tell the player what kind 
  of spirits they sense in the area. To aid the GM, 
  here are tables for determining what spirits are 
  available: 
   
  Area Spirit Table 
  d20 
  Spirits in the Area 
  1-4 
  No spirits, try again in 1 turn 
  5-12 
  A spirit of one element 
  13-17 Spirits of two elements, but not opposite 
  elements 
  18-19 Spirits of three elements 
  20 
  Spirits of four elements 
   
  Spirit Element Table 
  d4 
  Element 
  1 
  Air 
  2 
  Fire 
  3 
  Water 
  4 
  Earth 
   
  Level of Spirit Table 
  d20 
  Level 
  1-10 
  1 
  11-15 2 
  16-18 3 
  19 
  4 
  20 
  4 + roll again 
   
  Optional Card Method 
  Alternatively, a quicker method to pick the type of spirit is to draw a card from a standard 52-card deck of playing 
  cards for each spirit. The GM could also use a Tarot deck, using the Major Arcana as special spirits, perhaps spirit 
  lords. If you get an opposed element when you can’t use one, just draw another card. 
   
  Suit 
  Element 
  ♠ 
  Air 
  ♣ 
  Fire 
  ♥ 
  Water 
  ♦ 
  Earth 
   
  Rank Level 
  2-7 
  1 
  8-10 
  2 
  J-Q 
  3 
  K 
  4 
  A 
  4 + roll again 
   
  
  Example 
  Prisby the Enchantress and her companions are traveling through heavy woods, trying to follow game trails to 
  reach water. They become lost, circling around the same tree for hours. Prisby is a 7th level enchanter with a 
  Charisma of 15 (+1 reaction adjustment). This gives her a Spirit Level of 4. She would like to cast Locate Object 
  to find water. 
   
  First, Prisby looks for the local spirits. The GM rolls a 16 and finds two. Because they are in forest, the GM 
  determines that one of the spirits is an earth spirit (because of the forest) and the other is a water spirit (not 
  opposite Earth). Then the GM rolls for their spirit levels, rolling a 3 and a 5, respectively. This makes them both 
  1st level spirits. Neither of them can cast Locate Object, a level 2 spell. But the GM decides that spirits know their 
  surroundings and can lead the party to water without a spell. 
   
  Prisby chooses the water spirit as the best for her purposes. She begins to negotiate with the spirit. Her Charisma 
  gives her a +1, and her relative Spirit Level gives her a +3 (her 4 minus the spirit's 1). The GM rolls the spirit's 
  reaction and gets a 7, plus 4 is 11. The spirit is convinced to lead the group to the nearby lake. 
   
  After the group drank their fill and filled their water skins, a giant crab attacks them. The fighters hold off the 
  enormous crustacean, while Prisby finds that the water spirit has left the area. She looks for another spirit. The 
  GM rolls and Prisby finds a 2nd level Water spirit (because of the lake), 1st level Air spirit, and a 3rd level Earth 
  Spirit (both not opposite Water). Prisby wants to cast a Sleep spell, and the GM decides that either the Water or 
  Earth spirit could cast Sleep (sleep and dreams are often associated with water, and earth governs the body). The 
  Enchantress picks the Water spirit, since it is lower level and easier to persuade. 
   
  This time, Prisby's bonus is a total of +3 (+1 from CHA and +2 from higher Spirit Level than the water spirit), and 
  the GM rolls a 5, plus 3 gives an 8, a neutral result. So, the round ends and Prisby's companions are still having 
  trouble penetrating the giant crab's hard shell. Prisby takes another turn to negotiate, this time upping the ante by 
  offering the water spirit a flask of Holy Water, worth a +1 by GM fiat. Now the reaction roll is at +4, and again 
  the GM rolls a 5, plus 4 = 9, a success. The water spirit casts Sleep, putting the giant crab into a deep slumber. 
  The crew easily kills it, and they feast on boiled crab that evening. Prisby finds her flask of Holy Water empty and 
  the water spirit gone. 
   
   
   
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Classes/LL - Enchanter Class for Labyrinth Lord and OSR.pdf