Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Thursday, 8 September 2016

Wands and the magic animals that steal them



Archbeasts are magical varients of normal animals.

Archravens

These thieving birds love magic trinkets but need wands to build a nest. Only a few will live in hiding near wizard common areas. Possibly they were bred to find lost wands or to rob apprentices performing silly deeds with cheap common cantrip wands. Some of the greater archravens possibly recharge dead wands or even make them.

Possibly created by a wizard to remove cheap wands from kingdom. Or chosen of a god or possibly a by product of magical pollution.

A raven nest requires at least three wands. Mother Archraven can fire off each wand in a round if she sits on the nest. Father archraven protects the nest and leads the older children to battle. He can also copy spells he hears being cast and cast them back.

Older children without a nest have 1HD AC+15 Att Peck1d6 MV 18" fly

Mum and Dad have a HD per wand AC+16 Peck dependant on wands and MV 24" fly

Three Wands 3HD D6 peck INT 9 snatch and grab wands mostly
Four Wands 4HD D8 peck INT 12 can open locks, disarm traps and pick pockets
Five Wands 5HD D10 peck INT 15 require magic weapon of +1 or better to harm parents
Six Wands or more 6HD D12 peck INT 18 plus gain magical recharging and craft spells

Dad can cast spell levels equal to his HD per day. He can copy any overheard spell he has heard that day and recast it. He can only remember one spell beyond a day at a time and can always use it. If he hears a better spell he can call that his one spell.

At six wands mum and dad can use arcane skills and rituals to restore a charge per day. Given a month they can make a wand from dads chosen spell or copy a existing wand. It is easier to make a cantrip wand than a better spell and they are lazy. It takes a week to make a cantrip wand and a month per level for greater spells. The do this when the colony needs to split.

At seven wands children will leave nest to start a new colony with three wands. The detect magic items at will and can spot a spell caster. The nests have arcane patterns and parent birds demonstrate unusual magical skills to identify wands and use them. Any family member can use a wand and they might each take a wand and fly away if they have no eggs and are under threat.

Normal ravens contaminated by magic and stealing a first wand might change the whole clan into Archravens. They need at least three to get the basic powers and stats.

Some have managed to trade wands but they are not easily tricked. They prefer two weak wands to a more powerful one that has little use to them. Offensive wands are the most desirable. Sight of a new wand gets them cawing and croaking.

Most wands are petty ones that cast cantrips with 1in6 chance per wand of a superior wand.

Archbeavers
Build dams from magical wood woven into sigils which grants the beavers and their dams magical power. They are magical awakened when beavers gnaw on tasty magical wood like wands. Similar stats to giant beavers but their dam stores magical spell energy levels and the leader beaver gets extra powers of Raise/Lower water, wall of water and create wood golem three times a day. 2HD wood golem servants and guards are a important part of the beaver community. For every ten yards wide of magically woven wood the beavers dam has a spell energy level. The beavers draw on this to cast spells as if they were casters with levels equal to HD. Different beavers cast as clerics, wizards, druids and sorcerers.

Beavers will integrate found magic items into dams especially wooden ones. Effects of these are inconsistent but grant all beavers in family a benefit. A +2 spear might give all beavers a +2 in combat. A wand could be fired in defense by the spirit of the dam. The dam is regarded as holy and alive with it's own spirit. The wood golems are a part of the dam. Angry beavers might prepare a army of golems to  gain magic items or protect the dam or foraging area or river. Druids often place additional defenses for dams. Frog and toad folk might also protect the dam. A Archbeaver dam might go to war with a village over water rights or resources.

Tuesday, 7 June 2016

Difficult Magic Items




Magic stuff in dnd relatively easy to use and operate. Even limiting a Identify spell to one property per level  or spell it is still easy. RuneQuest items often require a spiritual fight with the item to attune it. Gamma world and that Gygax space wreck module has the artifact table. 


So here are some things to make life tougher for more complex items

d10 Magic Item Problems
1 Requires meditation or long ritual to attune item before use
2 Research in libraries and with sages and bards
3 Experimental magical tests to find what item requires to awaken
4 Sacrifice of goods rare or expensive to activate
5 Ordeal where user must suffer torturous near death continually in pain
6 Alignment required, or possibly a test of alignment commitment
7 Racist item requires a set species to use or only used vs a certain species
8 Religious preference to a committed tithing member of cult
9 Item has limited uses or only usable at certain times
10 Intelligent and mostly unhelpful or annoying or demanding

Sacrifice time and possibly cash to learn to use object or attune to it.
Items require a day for basic items or a week for complex items to attune them. This at least can stop a item being used in current adventure. Possibly a skill might speed this up more.

Research - spend time in library to study device operation.

Experiment - take precautions and train to use the item.

Meditation - hold object in a self induced trance to form a emphatic link.

Ritual - requiring props, a location, dancers, costumes and reading a text or chanting.

Sacrifice - requires material goods ceremonial destroyed, evil objects like blood or a life, material
might be rare or believed extinct in ancient times. Sacrifice certain monsters to unlock power ups.

Ordeal - will only bond to person who is tortured or suffering or even death and return required to use item power. Might be part of ritual or trance too.

Intelligent Items might require a saving throw or a CHA roll to dominate or befriend them. This might take a period of time. Attribute rolls as a additional requirement for other items possible too. Or tests of your attributes to prove you are worthy. A sword might only serve someone strong or might prefer them to demonstrate health or agility.

Alignment preferences mean someone will be less likely to misuse that relic or have it turned on the maker.

Racist preferences are a must for inter race war settings. Might explain why monsters leave weapons in treasure piles instead of using them. Possibly you could make a glove out of species hand to trick item.

Finding goblin and orc weapons is dangerous, some change users alignment or drain a levee from the unworthy as a price.

Intelligent items should be more common the greater the item. The lower ones are empathic and not very bright. Smarter ones or ones with souls of dead or being in them can be difficult to work with and withhold power if the dont agree with your actions. A +5 dagger that only works if used to ambush or murder by surprise because it has a evil assassin soul inside.

Religious preference is pretty tough requirement but some characters might be willing to worship a new god to use a powerful item. Most gods don't mind you praising their siblings or kin or pantheon. You just try and praise them, make some sacrifices or visit a temple occasionally with a possible new convert.

Item has limited uses or limited to being used in certain season or day or night or when stars are right

Limit how many items you can bind perhaps with a stat or equal to level.

Magic item makers in my world love putting conditions on items. Alignment or race are common requirements. Sad that goblin mace +3 CE is unusable for a neutral human but maybe you can trick it by pouring goblin blood on it every fight). Might be a good way to coerce players into a more extreme alignment than oh so uncaring selfish neutral.

I might make some magic item cards up for special items found beyond the common stuff. Little character sheets or little zines. Possibly make up some hoard generation tables for different peoples. Barbarian, hill folk, goat men, viking, necromancer. etc. Could include some common magic stuff as i have described with a few special ones.

Wednesday, 6 April 2016

Curses!

Curse in dnd is one of those spells that is kinda vague and mostly non satisfying.

Original Oriental Adventures had a greater curse for weirder things that would curse a bloodline. More curse spells would be better. Other possibility is to stack curse with another spell like polymorph other or flesh to stone or fireball to make magic traps.

Possibly a family of curse spells or hundreds of specific variants like the black lotus root curse or the ten thousand sting curse.

But what i will offer here is standard basic curses the spell can do

Could be specific spell for each or chosen by player

d10 Basic Curses
1 Weakness -2 worse on all rolls saves, attacks, skill or attribute rolls
2 Alignment - change a target alignment (law or LN might stop a thief)
3 Vulnerability - AC -2 two points worse off
4 Phobia - afraid of one specified thing (lemons, dark, swords, this chest), save to approach or touch
5 Dullness - always last in initiative (unless vs another cursed or zombie)
6 Wounding - cannot heal naturally with rest, first aid might work
7 Slowing - lose -1/3 your speed score for the worse
8 One attribute reduced by -4 yes this is hard on spell casters and can lock some bonus spells
9 Feebleness - all attacks inflict one less point per dice or always at least -1
10 Hindrance -4 to hit worse off

Specifically less worse than blindness spell

I did a flawed d1000 curses here long ago

Im considering making racial spell lists mixing best from all lists
Might help new players and suggest kinds of things in playing them

Tuesday, 30 June 2015

My RQ Spell List (I'm Back!)

My net has been down for six weeks and ive had arthritis and flu and work issues. Having met several former co workers in near homeless state with resultant mental health issues ive been working as much as my health permits. Current government cuts have made many worse off and homeless numbers seem about triple from the streets (shelter funding been axed for ppl and animals - more crying homeless women than I've ever seen). I guess they are doing their job and scaring everyone into knuckling down. So i have up to 3 jobs a day for my 8 hours with 4 hours of travel right now with poor security - I could be on less than 15 hours a week on a new roster at a moments notice.

This is one of several projects I worked on compiling new spirit spells and ones from old supplements for my RQ3 /BRP/Cthulhu mash up game. Im only running my vikings game at the moment. Rome will be next. Still waiting for my lulu petty gods (6 weeks) and a pile of minis (the payments never went through so ive re ordered). Have been collecting ww1 tanks and infantry.

Most temporal spells last 5 minutes or spell can be held up to 5 minutes to be released in that period.

Alarm
Variable ranged temporal passive
apply to person, place, door or object, alerts you if under threat one day per mp point or till set off
Animal Speech
3pt touch temporal passive
can speak to all animals
Animate Dead
variable ranged temporal active
Animate a corpse as a slow shambling automaton, 1mp=3SIZ and 1INT
Armouring Enchantment
1pt (POW) touch permanant ritual
1d6 pts of armour to a location or hand held object or 1 all over
Avoidance
variable touch temporal passive
each MP allaws a extra dodge roll during the 5 minute duration
Babel
2pt ranged temporal passive
Subject tries to resist or cannot speak or comunicate verbally
Battle Sight
1pt touch temporal passive
all directions as if front facing, can see threats as if 360 degree vision, never blindsided
Beffuddle
2pt ranged temporal passive
Must roll INTx5 each round to act as intends, ona fumble attacks friends, if fail stand stupidly
Binding enchantment
1pt (POW) touch permanant rutual
used to contain incomplete entities from other planes, 1pt per stat point entity has
Bladesharp
variable touch temporal passive
+5% hit damage on any edged weapon per point
Bless (Metal)
1mp (POW) touch permanant ritual
enchants a SIZ point of magic metal which harms magic beings and other effects based on metal
Bless (Skill)
variable touch temporal passive
+10% per mp, one skill per spell
Blight (sense)
3pt ranged temporal passive
Subject resists or loses a sense depending on version of spell: sight, touch, taste, smell, hearing
Block
variable touch temporal passive
+1AP and +5% to defend per mp
Bludgeon
variable touch temporal passive
+5% hit damage on any blunt weapon per point
Bypass Alarm
Variable ranged temporal passive
will not set off a alarm spell of equal or lower mp for duration
Calculate
1pt ranged instant

can count acuratly a horde, heard or goods such as grain, rock, crop, volume of fluid
Call Aid
variable touch duration passive
+10% per mp on next single skill use within the duration
Call Beast
2pt ranged temporal passive
Attracts a nearby animal to caster, can call one known or seen in area or a random beast
Calm
2pt touch instant

calms a distressed or panicked animal or person, may get a resistance roll if they dont like caster
Cast Out Dead
3pt ranged temporal passive
as demoralize on a undead being
Chill
1pt ranged temporal passive
can cool a hot pot or tool or meal, can inflict 1hp frost bite on a random body part
Cleanse
variable ranged instant

cleans a person or a 3x3 area per mp
Clear Path
Variable touch temporal passive
makes path easier to travel at normal speed, ach point over 1st allows you to lead one extra being
Cloud Mind
2mp touch temporal passive
non resisting victim is stupefied, has dificulty remembering details, is easily duped or questioned
Control (Species)
1pt ranged temporal passive
Must reduce being to 0mp in spirit combat first, active while controling creature
Cooridination
variable touch temporal passive
+1 DEX per point
Counter Attack
2pt touch temporal passive
gain one extra melee attack if attacked during duration
Counter Defence
2pt touch temporal passive
gain one parry if attacked during duration
Counter Magic
variable touch temporal passive
foils incoming spell, if one point less remains up, if equal or over countermagic breaks
Curse
1pt (POW) ranged permanant ritual
cast a offensive spell with permanant duration or incurabe damage, curse ends if fetsh broken, POW=mp of spell
Darkwall
2pt ranged temporal passive
10cm thick 10m square moves one m/round but counts as active to do so
Deflect Arrow
1pt touch temporal passive
one point allows you to attempt to parry any one normal missile attack
Demoralise
2pt ranged temporal passive
surrender or retreat, halves attack skills
Detect (Magic)
1pt ranged temporal active
detects nearest sample of magic within range can penetrate 1m of rock
Detect (Species)
1pt ranged temporal active
detects nearest sample of species type within range can penetrate 1m of rock, hunters use
Detect (Substance)
1pt ranged temporal active
detects nearest sample of substance type within range can penetrate 1m of rock, water common
Detect Enemy
1pt ranged temporal active
detect closest person in 100m who means caster harm
Discorporate
3pt touch temporal passive
Spirit leaves body to spirit plane like a shaman for duration, very dangerous
Dispel Magic
variable ranged instant

1pt dispels 1 point of spirit magic or intensity, 2 points dispe one point of divie magic
Disrurption
1pt ranged instant

1d3 damage if overcomes target, ignores armour
Divination
variable ritual active

ask a question and get a 1 word answer per mp
Dullblade
variable ranged temporal passive
reduces damage by 1pt per magic point on foes weapon
Enchant Potion
Variable touch permanant ritual
Create a potion with a pre cast spirit magic spell using exotic ingredients and gold
Endurance
variable touch instant

reduces fatigue by 1d10 per mp
Enfeeble
variable ranged temporal passive
reduces victims CON by two per mp for duration if fail resistance
Enthrall
3mp ranged temporal passive
victims besotted and loves the caster for duration if fail resistance
Evil Eye
variable ranged temporal passive
makes victim vulnerable to magic, -1 POW or mp resistance rolls per mp for duration
Extinguish
variable ranged instant

1pt puts out torch, lantern or candle; 2pt puts out campfire, 3pts a bonfire
False Trail
2pt touch temporal passive
leaves footprints of another species or own backwards or that of anaother individual of own type
Fanatacism
1pt ranged temporal passive
halves defencive skills increases attack skills by half again, makes highly agressive
Far Hear
1pt range temporal passive
+5% listen skill can hear a whisper in range and distant loud sounds like battle are easily heard
Far See
1pt touch temporal passive
can see objects 1km away as if up close
Fatigue
variable ranged temporal passive
-1d6% per mp requires a round to recover each % till normal or is penalty on every roll, may resist
Fetter
2pt touch temporal passive
Binds a prisoners hands or feet with STR 20, requires a length of vine or cord or string or rope
Fire Arrow
2pt touch temporal passive
turns a normal missile into a flaming 3d6 weapon, in a special hit may ignite target if possible
Fire Blade
4pt touch temporal passive
turns melee weapon into a 3d6 flaming one, may ignite target on a special hit if possible
Fire Breath
2pt ranged temporal passive
cast and can spit 1d10 damage once in duration
Flesh Ward
variable touch temporal passive
1d3 extra hp which temporarily absorb incoming damage
Fog
1pt ranged temporal passive
10m diameter circle
Foul Vapours
2pt ranged temporal passive
10m diameter circle, CON resists caster MP or 1 damage per round, most beings try to flee
Free Fetter
2pt touch instant

unties ropes or opens a yoke or loostens a net or web binding a person
Frostbite
3pt ranged temporal passive
if fail resistance take 1hp per location ignoring armour
Glamour
variable touch temporal passive
each mp adds 2 points of APP
Glow
variable ranged temporal passive
one target per mp if fail resist will glow, making easy targets
Glue
variable ranged temporal passive
glue non living things together 10cm square 10 STR per mp
Hand of Death
variable ranged instant passive
damage 1hp/mp on randon location, resist or take half damage, ignores armour
Heal
variable touch instant

heals 1hp per mp
Heat
1pt ranged temporal passive
can heat a pot or tool or meal, dry laundry, can inflict 1hp burn on a random body part
Hinder (Skill)
variable range temporal passive
-10% per mp on a specific skill, favoured skills include spot and listen
Ignite
1pt ranged instant

ignites a torch or campfire, can ignite air if overcomes target (usually does 1d3)
Insight
3pt touch instant ritual
gains a inspired lucid insight to solve a clue or a problemon with a INTx5 roll
Insubstantiate
variable touch temporal active
may fade self or thing into other world for a second per mp, could pass a wall or hide, some risk as entities in otherworld might notice and attack you with spirits, spells, bites or sanity
Invisibility
4pt touch temporal active
while caster concntrates target invisibe, cannot concentrate on and run, fight or cast spells
Ironhand
variable touch temporal passive
+5% hit and +1 damage per HP on bare hand or animal attacks
Jump
variable touch temporal passive
add 1m to jumps per point for duration or a single jump 3 m per point instantly
Levitate
variable touch temporal passive
lift caster 1m above ground per mp and can move mp in meters per round
Lightning
3pt ranged temporal passive
3d6 damage bolt must overcome resistance, may ignite location also
Light
variable ranged temporal passive
10m radius per level
Lightwall
4pt touch temporal passive
10cm thick 10m square moves one m/round but counts as active to do so, can see thhrough one way, other side too blinding and sheds 10m of light
Lock
variable ranged temporal passive
-10% per mp on chace to break or pick lock, one day per mp
Magic Point Matrix Enchantment
1pt (POW) touch permanant ritual
Create a 1d6 point mp battery
Mindspeech
variable ranged temporal passive
creates a two way person to person link per mp
Mobility
variable ranged temporal passive
+1 M move per mp
Multimissile
variable touch temporal passive
creates a aditional normal missile per mp at point of firing, missiles must be cast in duration, larger than a javelin might require 2 points per missile
Nightvision
2pt touch temporal passive
Can see in the dark and some types of invisible beings vulnerable to sonar or thermal senses
Perfume
1pt ranged temporal passive
make a person, room or meal smell fantastic
Phantom
1pt ranged temporal passive
can animate smoke from a fire or fog from a spell and shape into menacing forms or letters
Pierce Armour
variable touch temporal passive
-1 AP per mp
Protection
variable touch temporal passive
+1AP per mp
Push
variable ranged instant

Knock person back 1m/mp DEX x3 check or victim knocked prone (DEX x5 if quadraped or big)
Repair
variable touch instant

repairs 1d10 damage to damaged object, alway leaves one point of damage and a scar
Repulse
variable ranged temporal passive
reduces victims APP by two per mp for duration if fail resistance
Resist (threat)
variable touch temporal passive
reduces damage or POT of threat type (heat, poison, cold, electricity, edged, blunt or poison)
Revive
variable touch instant

recover a d10 lost fatigue per mp
Second Sight
3pt ranged temporal passive
can see POW and MP in living things and spirit entities
Shimmer
variable ranged temporal passive
-5% to be hit per mp
Shock
2pt ranged temporal passive
stuns a random location for 1d3 rounds for duration if fail resistance
Silence
variable ranged temporal passive
+10% sneak skill, dulls sounds or armour, equiptment, touching ground, reduces echos
Sleep
3pt ranged temporal passive
Subject tries to resist or falls over asleep, INTx3 will awaken if knocked, bumped or loud noise
Sloth
variable ranged temporal passive
reduces victims DEX by two per mp for duration if fail resistance
Slow
variable ranged temporal passive
-1m move on a target if reaches zero cannot move
Speak (language)
2pt ranged temporal passive
can speak to a specific language or language of an animal species
Speak to (Beast)
1pt touch temporal passive
speak to a single species of animal specified by spell
Speak to (Beast)
1pt touch temporal passive
speak to a single species of animal specified by spell
Speedart
1pt touch 10 seconds passive
+15% +3damage
Spell matrix enchantment
1pt (POW) touch permanant ritual
enchant a spell matrix costing 1POW per mp of spell
Spirit Bane
2pt range instant

initiate combat with a spirit you can see in range, may need second sight or discorporate
Spirit Screen
variable ranged temporal passive
+2 POW to resist spirits per MP
Strength
variable touch temporal passive
+3 STR per mp
Summon (species)
1pt within a magic circle ritual active
Summon a specific species of spirit or planar entity, each type has different circle
Toungues
3pt ranged temporal passive
can speak to all sentient species that have a spoken language
Unlock
2pt ranged temporal passive
Opens one ordinary lock
Ventriloquism
1pt ranged temporal passive
may make words seemingly come from object in range
Vigor
variable touch temporal passive
+2 CON per mp
Visibility
2pt ranged temporal passive
Make a spirit or invisible entity visible
Vision
1pt touch instant ritual
get a dreamlike vision which can be interpreted on INTx1% and used for aid or a warning
Voice
1pt ranged temporal passive
makes voice sound louder and more thundering, enhances performace and command range
Vomit
Variable ranged temporal passive
vomit one round per mp, resist or take 1hp damage per round ignoring armour
Weaken
variable ranged temporal passive
reduces victims STR by two per mp for duration if fail resistance

Magic Skills

Alchemy
Understand the magical nature of matter and use it to create ransformations and to create potions and other magical processes such as creating life
Alliegience
Points of divine favour from a god which at 40% allows you to add your alliegience to a cult skill three times a game. Other cults offer more bebefits at certain scores but at 100 the god take you away forever
AstrologyKnow the constellations apropriate to gods and nations and mortals and can use to make certain predictions about behaviours and worldly phenomena
Ceramony
can add to other magic skills with a time consuming ritual or sacrifice to gods or lead a comunity in a ritual
Cthulhu Mythos
Your knowledge of forbidden elder gods and the witchcraft known by their cultists. This skill is learned from books and strange experiences and madness. It is more like a contagion. Your Mythos score -99 is your maximum SAN score
Dreaming
Ability to enter the dreamlands and interact with primal mythic beings or be attacked by nighmare beings. Can use skill to create effects in the dreamlands and POW points to create lasting ones
Enchanting
Can use the enchanting spells to create magic items. Also recognise general class of a standardly created object (a binding or enchanted metal or matrix etc). Allows you to sacrifice POW needed in creation of magic items. Often involves carving runes or magical symbols.
Prophecy
Can choose a form of divination to recieve information or warning about future sucess or failure or threats in a week or so, special for a day and critical for imediate threat or problem. Often in confusing and puzzling verse. Must ask a specific question. Vision and Divination spells work well with this. Could use to interperate someone elses divinations
Second Sight
Can try to see otherworld ans possibly see spirits or magic or sous of living things. Use 1mp each attempt, free on a special success
Shape Shift
One species usualy your totem or clan spirit, or could get infected by a werewolf or wendigo. 1mp per 4SIZ. Most use a fresh animal skin, hide or ointment made from body fat in proceedure
Summoning
Skill used to draw signs and call other planar beings with various spells. A summoner might tell from remains of a summoning ritual what kind of entity was called

there are boxes and layout stuff not visible on my layout but if you print it or pdf it should look better or be more usable

Friday, 21 November 2014

Hacking the classics: Eye Tyrant

Ive rarely used beholders. Even though i was fond of them the ridiculous numbers of versions of them is over the top for a rare creature. But if mostly customized and one off variety seems workable. Id rather make each unique and not a true species. As I have a low level spell to create flying eyeball spies, beholders id rather be creatures of chaos created with high level spells. A mid range floating eye which fires a single spell fx would be nice too. A friendless, handless bunch of arseholes are not going to have a civilization. More like abandoned pets of wizards with no friends. As i generally use Wikipedia descriptions over official monsters so i made these eyes up for my games. A hat tip to Doom and Warlords PC games too.

Eye Spies

AC11 HDd4 MV12" (Flight) ATT:- Morale 1 Neutral

These are spies that float high in dungeon ceilings and keep a look out. The can see in the dark but they dint hear so well. They flee if noticed and are incapable of harming anybody. About a foot wide. They cannot speak but can squeak urgent yes no answers a experienced owner can understand (has Jordie the kobold fallen down a well?). They have no means to where masters are but will report to masters lair, last known position or possibly to known companion of the master. Most are created by a spell. Some are found wild and some are beginner wizard familiars. The are as smart as a typical person. Ideal for scouting a dungeon, watching during a rest, forming a perimeter around a party, finding something in your kingdom. They feed of magical energies ambient to the plane. Five can carry one unburdened wizard bt a bit precarious but looks cool if you practice. Sometimes due to bad instructions you find a few waiting in a dead end or lost. I still use ADnD inches for range 1"=10 foot indoors or yards outdoors.

Eye Wizard Spells

First level version creates one per level of the caster that last a ten minute turn per level
Second level version creates a permanent one

Third level version creates a temporary one per level of the caster  
Third level version creates a temporary one with a 120" range mindlink that knows where creator is
Third level
version spell creates a temporary one that can cast a cantrip (known to caster) at will
Four
th level spell that makes a permanent version of cantrip caster handy for magic chores like lighting candles or cleaning. 


Eye Fiends

AC14 HD3 MV12" (Flight) ATT: by spell
Morale 7 Nuetral
These more advanced horrors make excellent guards and make good support for your orc guards who fear them. Each has a possible first level spell like effect it can cast based on spells known by caster. These are the most common.

d4
1 Burning Eye Fiend - Burning hands 10 foot cone 1d4+3, save for half damage every second round
2 Shooting Eye Fiend - Fires a d6+1 magic missile per round
3 Sleeping
Eye Fiend - spell but only 3 shots then dies
4 Electric
Eye Fiend -1d8+3 with a touch but must ram and make attack roll

Eye Wizard Spells 
Third level version spell creates a temporary that lasts one round per level
Fifth level version summons a permanent eye fiend

Eye Terror

AC16 HD6 MV12" (Flight) ATT: bite 2d4 or by fireball
Morale 9 Chaotic Evil
These are a larger guard beasts but less used as they are stupid, violent and indiscriminate about using powers. They tend to attack anything that come in area even shooting at each other or masters if startled. Scream at each other frequently. They shoot a fireball (4d6 1" wide 6" rage, save for half damage). Some rare variants use cold rays (4d4+4 cone 3" rage, save for half damage)  or lightning bolts (4d6 effects one target 9" rage, save for half damage) but need a different spell. Some distinguish them as infernal eye, storm eyes and frost eyes. Each type is immune to same types attack. Wizards must be careful as while good guards and search destroy monsters their trigger happy nature makes them attack master if surprised. Making them stop once frenzied is very hard. Even wearing a diferent hat or robes confuses them.

Eye Wizard Spells 
Fourth level version summons a eye terror for one round per level
Sixth level version summons a permanent one

Eye Master

AC18 HD10 MV12" (Flight) ATT: 2d4 bite/ram or by spell
Morale 9 Lawful Evil
A huge eyeball one and a half yards across. Have clusters of smaller eyes on tentacles or stalks. These are the largest and are geniuses and most difficult to control. They take commands literally and are capable of betrayal and murder. They speak creators language, common and Diabolic. Once they kill a master they are free to do a they please. They also require flesh unlike more basic versions. Once free they find a lair and mostly kill and eat everything they can. They would like to be bullies and in charge but tend to eat vassals and drive rest away. Not very considerate of slaves needs. They will work with lesser eyes but quarrel with own kind, displaying jealousy and paranoia. They can be placated by offering them a crown briefly.

d8 Main Eye effect (30 degree cone 6" long) 

1 Slow ray, save to resist lasts 10 rounds
2 Magic neutralizing ray prevents spells being cast and magic items with spell like effects
3 Remove invisibility and illusions
4 Curse eye save or -4 all saves, to hit and attribute rolls for a turn (10 rounds)
5 Plague eye save or inflicts mummy rot
6 Fear eye save or flee for a turn (10 rounds)
7 Brilliant lamp save or blinded
a turn (10 rounds)
8
Plague ray save or get mummy rot
 

d20 Lesser eye effects (2d4 total) 
1 Animate dead converts HD of being into zombie up to 10 HD for an hour range 3"
2 Telekinesis with 100lb strength, save with STR to avoid grasp, usually lift and drop
range 9"
3 Lightning bolt 5d6 range 9"
4
Sleep ray eye as the spell range "3
5 Fireball 5d6 range 6"
6 Frost ray cone 5d4+5 range 3"
7 Magic missile 1d6+1 but double normal eye range 12"
8 Paralysis beam save or paralyzed a turn (10 rounds) range 6"
9 Burning hands 1d4+6, save for half damage range 1"
11 Poison ray save or die range 3"
12 Death ray save or die range 2"
13 Charm person ray as spell range 6"

14 Illusion ray as phantasmal force range 6"
15 Curse spell range 6"
16 Polymorph ray range 3"
17 Flesh to stone ray range 3"
18 Metal to rust ray (magic items get a save) range 6"
19 Animate object ray (great on enemies armour or make helper) for a turn (10 rounds) range 3"
20 As main eye table but effects only one not a cone fx
 
d12 Other features (sacrifice one eye to get one) 

1 Claws +2 2d4 arracks
2 Huge jaws 2d6 bite
3 Undead
4 Tentacles 1d4+2 attacks with d4 damage, 1' range and grapple if more than one hits a target in round
5 Breathe water
6 Can turn invisible as spell unless attack or use a eye power
7 Dimension door once per day
8 Displacement field first missile always misses, +2AC and saves vs spells
 

9 Armour +4 AC
10 Spike covered can ram for 3d4 attack
11 Emit a stinking cloud around self at will
12 +1d4 HD


Eye Wizard Spells
Eight level spell summons one, they cooperate for a time getting a saving throw every day after the first to revolt. They might hang around to betray master at opportune moment. Happy to swear oaths of loyalty with qualifiers ("I will serve you as long as you are my true master"). Every extra eye lord created makes rest get a save to resist creators control. Lots of wizards never get a chance to repeat this spell.

The great Eye God

A wizard tried to summon a greater eye thing once and the huge eye dominated every being with mental control and made them worship it. Only great heroes managed to kill it after ruining a kingdom. Many starved while worshiping or died of exposure as the great eye demanded worshipers go skyclad. Presumably there is a dimension full of magical eyes.

One wizard summoned eye men with great eyeballs for heads. The abhumans were snappy dressers, mostly silent and up to mysterious things. When wizard died the eye men scattered to parts unknown.

Eye creatures with mental powers notably telekinesis and telepathy grow in macrobe colonies, directing giant mindless horrors and spreading colonies. The attach themselves to things and uses servants to move them or TK each other about (dragon mag
gamma world moon article).

Alchemists have managed to create eyes also and have put in potion bottles ready to use by smshing them.

Because of the horrors that some eye wizards created their kind were hunted and killed by mobs but their books and scrolls remain.