Archive for the ‘legacy D&D’ Category

traits in Mazes and Monsters

Monday, January 24th, 2011
This entry is part 21 of 34 in the series Mazes and Monsters

Traits

In FATE, you can make up your own traits, and apply them whenever you want. That’s fine for modern games, but in Mazes and Monsters, that kind of heady authorial control is reserved for high-level characters. The technology of the 80s is all about charts.

Here’s what I’m thinking:

Every character starts the game with one Trait. A Trait is a special characteristic that makes him or her unusually good (or bad) at certain activities.

To determine your Trait, roll a d12 and consult the following chart. Each die roll has two or more possible traits listed next to it: choose the one you want.

1 ARMS: Choose one of the following traits:
strength: Add a trait die to melee weapon damage (including unarmed combat). Carry up to 2 bulky items. Also, gain a Trait die on any check that requires strength.
throwing: Add a trait die when throwing a dagger.
2 LEGS: Choose one of the following traits:
quickness: When not wearing armor, your Protection RONA is increased by one. Add a trait die when running.
stealth: Add a trait die when sneaking or stealing.
3 MIND: Choose one of the following traits:
cleverness: gain a Trait die on any check that requires cleverness or trickery.
Spellcraft: Choose a spell. Gain a Trait die on any RONA check required by this spell. Also, its spell cost is halved.
4 HEART: Choose one of the following traits:
serenity: Add a trait die when escaping or resisting emotional attacks.
courage: Add a trait die when escaping or resisting fear attacks.
5 SKILL: Choose one of the following traits:
Weapon skill: Choose a weapon to specialize in (including unarmed combat). You gain a Trait die whenever you and your target are both using this weapon.
Athletic skill: Gain 10 bonus Hit Points. Gain a Trait die on any RONA involving athletics or toughness.
6 GUIDANCE: Choose one of the following traits:
luck: Once per session, add a trait die to a roll of your choice.
direction sense: Add a trait die when finding your way. Once per maze, you may ask the Maze Controller whether a door or passage will lead the party closer to the treasure.
7 EYES: Choose one of the following traits:
sharp eyes: Add a trait die when looking for something.
aim: Add a trait die when attacking with a bow.
8 EARS: Choose one of the following traits:
hear through walls: Add a trait die when listening for something.
intuition: Add a trait die to escape the Mazed state when talking to a nonexistent person. Add a trait die when determining people’s motives.
9 TONGUE: Choose one of the following traits:
persuasiveness: Add a trait die when convincing others. You may buy items from town at half price.
bardic music: If you play an instrument and sing while casting a Trick, add a trait die.
10 SOUL:
piety: Add a trait die when attacking undead. Also, gain a Trait die on any check that requires divine aid.
power of light: You may create illumination with no light source.
11 Roll again on the Traits table, rerolling 11s and 12s. Choose a Trait. You are unusually BAD at this trait: when it comes up, the Maze Controller rolls 2d12 and takes the WORST of the two rolls.
12 You may choose any trait you want.

I notice that w’ve sort of reinvented D&D3e feats here. That’s fine. It’s inevitable, I think, given the character sheets we’ve seen with their non-numeric character descriptors like “courage” and “throwing”. Again, it’s not us inventing, it’s Rona Jaffe guiding.

Next week: spells!

fantasies and scenarios

Monday, January 17th, 2011
This entry is part 20 of 34 in the series Mazes and Monsters

Mazes and Monsters board

TOM HANKS: I played a game called Mazes and Monsters a little too much.
KATE: No kidding. What level?
TOM: Uh, nine. Ninth level.
KATE: So am I! Isn’t it wonderful to be finally creating your own scenarios?
TOM: Yeah, yeah, and your own fantasies too!

OK, the above dialogue raises a few questions. For instance:
WHAT

It’s hard to see how these fit into standard RPG structure, and, indeed, upon first hearing, it sounds like arrant nonsense – nonsense that merits slaps to the writer. But if we’ve learned nothing else, we’ve learned to TRUST MAZES AND MONSTERS. If we haven’t learned that, we’ve learned nothing.

And we’ve been wasting our time.

Scenarios

Here’s my theory: a “scenario” is the intro text that introduces an adventure. For instance, “You stand before the palace of the Ghosts of the Gravelands. Fell spirits float through its ancient corridors. It is rumored that among the palace’s treasures are mighty gems that may trap men’s souls.”

At ninth level, players gain the ability to write this intro dialogue, thus choosing the nature of the maze, typical monsters or a boss who inhabit the maze, and the kind of treasure that can be gained. The Maze Controller still writes and controls the adventure within these parameters. After all, the Maze Controller’s powers are like unto those of a god. Even gods take suggestions, I guess.

Fantasies

We know that Mazes and Monsters grows progressively more psychologically difficult (and powerful) as you advance in level. However, we haven’t really explored the dangerous world of the unconscious mind. Our current rules sound like pretty vanilla 80s RPG design. We need to push the pop-psychology envelope with our Fantasy rules. As Blondie says, “We work out our problems in the caverns and then we leave them there.”

Like scenarios, fantasies must give players some agency over the perils they face. Again, Mazes and Monsters anticipates the shared narrative of modern indie RPG design.

Let’s start by getting some information about the players’ psyches. We’ll use this information to populate the game’s mazes with suitably cathartic (or destructive) challenges. At various levels, every player rolls a d12 to select a question from the following chart and gives the answer to the Maze Controller.

1. What makes you angry?
2. What betrayal do you fear?
3. In what way do you feel like a failure?
4. What part of your behavior feels out of control?
5. What’s one thing you’d like to preserve from harm or change?
6. What would you like to tell someone so they really understand? Who?
7. What do you worry about most?
8. What would make you a success?
9. What would you like people to admire about you?
10. Describe your most frightening nightmare.
11. What event could drive you to madness or despair?
12. What magical power would allow you to solve all your real-life problems?

Armed with this information, the Maze Controller can create thinly-disguised, hamhanded challenges and rewards that have real psychological effects on the players. These are called “fantasies”. For instance, if a player says that they would like the power of resurrection to bring back a dead relative, you make up a pretend relative of the character, kill them off, and then offer the character a quest that will let them conquer Death! The Maze Controller can do real psychological healing! Or harm. Hard to predict which. That’s part of the fun!

Example of play:

Maze Controller: OK, Tom, your real brother died, right? Your character, Pardieux, has a brother, and he just died. You watched him fall off a building! As he fell, he called, “Help me, brother!” but you were too far away!
Tom: (weeps)
Maze Controller: If you can find the Clock of Chronos, you can reverse those events! It will be as if it never happened. The Clock of Chronos is in the Dungeon of Lemnos…

At level 9, players can “create their own fantasy”. Once per level, they may seize control of the story and narrate their own thinly-disguised challenge, quest or hero’s journey. The Maze Controller sets all the RONAs and makes the dice rolls, but otherwise, the player has control over the fantasy until it has been conquered – or until it conquers!

Example of play:

Maze Controller: OK, guys, you’ve just returned from the Maze of Whispers. You –
Tom: Just a minute: I’m creating a fantasy. My character gives his earnings to his brother, who immediately runs away and gets lost in the city. After a few days, he has been robbed and beaten. He’s starving in an alley… he’s attacked by thugs… he cries out! “Brother! Save me!” but I’m to far away to help! He’s… (weeps)
Maze Controller: Right. Guys, if you can run through the mazes of the Slums of the Golden city, you MIGHT be able to intervene before Tom’s brother is killed.

Wow, it sounds really irresponsible to hand that kind of manipulative emotional control to people with no psychological training! Unless, of course, those people are fully licensed Maze Controllers or players able to play at the 9th level.

Next week: traits!

interrupting spells in 4e

Friday, January 14th, 2011

“He’s a dark elf wizard and he’s put some kind of hold on Derek!” Elistan cried. “Keep him from casting spells!”

-The Magic of Krynn (Dragonlance Tales, Volume 1)

Every D&D rule change comes with tradeoffs. In 4th edition, wizards were rebalanced. The advantage is that they are no longer overpowered compared to other classes. The disadvantage is that they are no longer overpowered compared to other classes.

I kind of miss the panic that set in when earlier-edition parties met a wizard, and all the maneuvering (by the party and the DM) to hit a wizard before he finishes his spell. However, honestly, 4th edition works perfectly well without it.

That’s not a reason to tinker with what ain’t broke, though. I’d like to try to return wizards to their place as fearsome super-artillery without overpowering them (much). Here’s my plan.

4e wizards may cast attack spells normally, or they may cast them as a “rite” (sort of halfway between an attack spell and a ritual, and analagous to 3rd edition spells with a full-round casting time). Casting a spell as a rite ends your turn and has no immediate effect.

On your next turn, you may finish the rite as a standard action. You cast the spell normally, except that any hit by the spell is a guaranteed critical hit.

During your casting of the spell, you are saying magic words, performing ritual gestures, and doing other wizardy things. If your concentration is broken, you lose the spell. Non-damaging forced movement, being knocked prone, being grabbed, etc. forces an Endurance check of 5 + 1/2 the attacker’s level to avoid breaking concentration. If damage is done to the wizard, the DC of the Endurance check is equal to the damage.

Is this option too underpowered (never used) or overpowered (always used)? It seems to me that it will be situational. Spending two turns to do slightly more than double damage starts out pretty balanced; if it’s successfully used with a daily power, it’s quite good indeed. However, if there is any chance of the rite being interrupted, it might be too risky to use it. Wizards might only use it when they’re in a position where they think they can avoid attack for a turn.

Rites might be used by the DM more often than they are used by PC wizards. A wizard who has begun a rite becomes a fearsome threat and may cause an abrupt change in the PCs’ tactics.

mazed in monsters

Monday, January 10th, 2011
This entry is part 19 of 34 in the series Mazes and Monsters

OK, we’ve got pretty much a complete game out of Mazes and Monsters. We’ve figured out combat, skills and spells: everything we need for a generic sword-and-sorcery game.

All that’s remaining are a few Mazes-and-Monsters-specific rules hints dropped by the characters. Frankly, a lot of them don’t receive a lot of rules support in the movie at all, and some almost seem like offhand fake-jargon that’s being made up on the spot. But we know that
THAT’S
NOT
TRUE.

There is Underlying Truth to be found here: we just have to dig it up.

Get your shovels!

Mazed

One of the focuses of Mazes and Monsters is the thin line between fantasy and reality.

Equally thin is the line between players and characters. Both players and characters can become confused about what’s real and what’s not.

We’ve determined that when a character is confused, they enter the “Mazed” condition. A Mazed character’s mini is placed in a special square on the Mazes and Monsters gameboard, which I will call the “Maze Prison”.

Mazes and Monsters boardWhen a character is Mazed, their perception of reality can be skewed by whoever is imposing the condition. Friends may appear enemies and vice versa; an open door may appear to be a solid wall; or the character may be totally immersed in a fantasy world that has no connection to reality (or, technically, a fantasy world that has no connection to the shared fantasy world of Mazes and Monsters: a higher level of fantasy, if you will.) All details of the fantasy are determined by the creature or effect that imposes it.

The power of a Maze is measured by the RONA check to escape it. Like other RONAs, it ranges from 3 (Easy) to 9 (Hard).

When an effect Mazes you, you may make an immediate RONA check to shake off the illusion. If you succeed, it exerts no more power over you. If you fail, you are locked into the illusion until some outside force challenges your delusion. Such an event is called a Maze Disruption, and it allows you to make a new RONA check, against the same difficulty, to break free of the illusion. If this new check fails, you incorporate the disruption within the Maze delusion, and that same effect will no longer provide you with a chance to break free.

Example Maze Disruptions:
-If you’ve been Mazed to believe an open door is a solid wall, you may make a new RONA check if someone passes through the door.
-If you’ve been Mazed to think that your friend is a fierce Gorville, you may make a new RONA check if your friend talks to you and reminds you of your shared friendship.

Caution: According to Mazes and Monsters, these are rules for real life as well!

Next week: We’ll cover more movie jargon, “fantasies and scenarios”! Will this be the sexiest Mazes and Monsters article yet??

the elves of the ruins

Tuesday, December 28th, 2010

The Zimbabwe plateau is filled with monumental stone structures, built during the European medieval and renaissance period. Archaeologists don’t really know what people built them. In the 19th century, archaeologists found that the people currently living in the ruins didn’t know who had built them either, or what they were for. They had just moved into some empty ruins.

African Civilizations by Graham Connah

African Civilizations by Graham Connah

OK, so it would be cool to have a people living in and among the ruins of an unidentified higher civilization. Who should the current inhabitants be?

Old-school elves are surprisingly good candidates.
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combat in Mazes and Monsters (including, of course, maiming and slaughter)

Monday, December 13th, 2010
This entry is part 18 of 34 in the series Mazes and Monsters

Last week we started work on the Mazes and Monsters combat system, figuring out HP and damage. That was the easy part: hit rolls are really the central feature of combat.

Let’s use RONA for this. As you may remember, using RONA, you roll a D12 and try to hit a target number. If you have an applicable trait, you roll 2d12 and take the highest number.

Wimpy monsters require an Easy Rona (a roll of 3 or more on an exploding d12); middle-range monsters Average (6) and tough or well-armored foes Hard (9).

Characters don’t necessarily get much better at hitting as they level. As soon as they get a trait that lets them roll 2d12 for their attack, they’re as good as they’ll ever be.

This is a departure from fantasy RPGs like D&D, which give the PCs (and monsters) steadily increasing hit chances as they level. Mazes and Monsters, on the other hand, provides steadily increasing damage; we don’t need to double-dip.

Armor

Armor in Mazes and Monsters is very limited! Iglacia the Fighter has listed among her possessions “armor”, “shield”, and “helmet”. No “leather”, “chain”, or “plate”; no armor+1. Just “Armor”.

Let’s say that hitting an unarmored character requires an Average success: in essence, you need to roll a 6 to hit them. We’ll give each of Armor, Helm, and Shield a +1 to that number, so a fully-armored character like Iglacia requires a 9 to hit: a Hard RONA.

Is there anything on Iglacia’s character sheet to bear out this theory?

Well, there is a stat right below H.P. I can’t make out the acronym: it’s two letters, and its value is 10. If I had to guess, I’d say that the letters were “P.T.” or “T.P.” or “B.R.” or something like that. Since I can’t figure out what it is, I’m going to declare that it’s “P.R.”, “Protection RONA”. It’s 10, instead of 9, which gives Iglacia a better defense than we theorized! Maybe Armor grants +2 P.R. while the helm and shield grant +1 each.

Weapons

Iglacia has a couple of weapons on her character sheet: mace, axe, and the Talking Sword of Loghri. She must have had some reason for keeping her mace even after she got her Talking Sword of Logrhi. How are we going to differentiate these weapons?

I’m tempted to adopt the D&D3 solution of giving monsters resistances and weaknesses to bashing, piercing, or slashing weapons. We can extend that to spells, too: maze mummies are weak to fire, for instance.

Actually, given that the only type of armor is “armor”, the list of weapons in Mazes and Monsters probably isn’t very long. No footman’s mace or Bohemian earspoon here. Instead of dividing weapons into categories, we can just give monsters resistances to specific weapons.

While we’re here, let’s come up with the weapons list. It probably looks something like

sword
mace
axe
spear
dagger
bow
staff

Let’s handle monster weaknesses and resistances by adjusting the monster’s P.R. (Protection RONA): +3 for resistances and -3 for weaknesses. For instance:

Mystic Skeleton
PR: 6 (9 vs arrows, swords and daggers)

Maiming and Slaughter

We’ve already come up with a colorful Maiming table. We can now tie that to the RONA system. If you (or a monster) get a critical success (10 higher than the RONA target number) you can roll on the maiming table. If you happen to roll a double crit (20 higher than the RONA) let’s say you kill your target instantly. We’ll call that a slaughter because that’s the sort of term that probably would have distressed 80s parents.

Say, what are the odds of having a character get Slaughtered by a freak roll of the dice?

I tend to think that monsters always roll 1d12s: the extra d12 from Traits are one of the ways that players have an advantage over their environment. In order to Slaughter an unarmored character with a RONA of 6, a monster needs a 26. That means rolling 12 twice, and then rolling a 6 or higher. The odds of this are about 1 in 300.

How many times is a character attacked between level 1 and level 9? Well, earlier we decided that it takes 70 game sessions to get to level 9. Let’s conservatively guess that there are two combats per session. Unarmored characters try to stay out of the way, but they probably get attacked at least once per battle. Over 9 levels, that’s about 300 attacks: you’ve got an even chance of being Slaughtered before you get to level 10. Add to that the chances of death by HP depletion, traps, tricks, and Maze-related madness, and it’s obviously quite an accomplishment to make it to the level-10 cap.

Fumbling

If there’s a special chart for critical hits, there needs to be a chart for critical failures too. If you roll ten less than a target Protection RONA, you have to roll on the Fumble Chart.

Fumble Subtable
1: The character impales himself with his or another’s weapon. Character rolls damage on himself.
1: The character makes the same attack again, this time on an ally.
3: The character’s weapon or spell breaks.
4-5: The character’s weapon or spell flies across the room.
6-7: The character leaves himself open. One opponent may make a free attack.
8-9: The character falls down. He loses his next turn.
10-11: The character misses spectacularly. No other effect.
12: If there is another enemy in range, the character automatically hits that enemy.

On a double fumble (20 lower than the target’s P.R.) the character kills himself with his own weapon.

OK, our combat system is pretty solid. We maybe erred in basing it on the same mechanic as everything else in the game; to maintain fidelity to 80’s RPG style, we should have had it be a whole separate subsystem. But at least we jammed in a few unnecessary charts.

Next week we’ll finish off whatever odds and ends of rules we haven’t addressed yet. The Mazed condition springs to mind. Then, the week after: the official release of Mazes and Monsters 1st Edition, just in time for Christmas!

Edit: We won’t do that. Instead, next time: we’ll get mazed!

RONAs and monsters

Monday, November 29th, 2010
This entry is part 16 of 34 in the series Mazes and Monsters

From watching the Mazes and Monsters movie, we’ve managed to glean a lot of the rules: adventure structure (a maze with a single end boss), a spell system (spell points), and a handful of races, classes, monsters, spells, and items.

We’re almost ready to hammer our Mazes and Monsters rules into a complete game! But before we publish, there’s a couple of tiny rules we need to figure out.

Notably missing: AN ACTION RESOLUTION MECHANIC and A COMBAT SYSTEM. All the times that Tom Hanks stabbed a pretend lizard, we never got the needed play-by-play from a Maze Controller. How hard would it have been to have Jay Jay voiceover, “The lizard rolls an 11! He misses! Tom rolls a 4 on his counterattack!”

Today let’s work on the Action Resolution Mechanic. We’ll save the combat system for next week.

For reference, here’s Iglacia the fighter’s character sheet. We can refer to this as we work out our rules.

click for larger version

RONA

So far, we know that most actions are resolved by rolling exploding d12s and trying to hit a target number called a RONA (Roll-Over Number for Accomplishment). We are using a somewhat peculiar exploding-die mechanism: rolls of 1-10 are treated normally, while 12 is a critical success (add 10, roll again), and 11 is a critical failure (originally, I said that you rerolled and subtracted your new roll, but let’s simplify it to “subtract 10, roll again).

We also know that characters don’t have numeric stats: Iglacia has “courage”, for instance, not “courage 12”. Therefore, we probably don’t use a D&D-like system where stat bonuses are added to a die roll.
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mazes and monologues

Monday, November 22nd, 2010
This entry is part 15 of 34 in the series Mazes and Monsters

We’re in the last scene of Mazes and Monsters! In a week or so I’ll be preparing a free PDF of the complete rules. For now, let’s finish up the movie.

Last time, Tom Hanks’ friends found an insane Tom Hanks about to jump off the World Trade center and saved him by DM fiat.

Some time afterwards, the friends pile in a car to visit him at his parent’s house. They’ve heard he’s “doing better” and are excited to see him. They exchange news about their own lives: Kate, for instance, has gotten over her writer’s block! Oh yeah, she’s a writer, and she had writer’s block. I remember that from all the times that came up.

They find Hanks sitting under a tree out behind his house. They’re thrilled to see him! He quickly demonstrates, though, that he hasn’t recovered; he still thinks he’s Pardieux. That’s the bad news. The good news, though, is that his role-playing has never been better! He delivers a magnificent in-character monologue that generations of Mazes and Monsters players would do well to study and imitate, for both style and content. I present it here, with rules annotations in a right-hand column. Aspiring actors, I strongly recommend you memorize this piece for future audition work.
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every book’s a sourcebook: Traps from The Ginger Star

Friday, November 19th, 2010

The Ginger Star by Leigh Brackett

The Ginger Star by Leigh Brackett

Another good classic D&D trap from The Ginger Star: A windlass at the top of a staircase that drops part of the staircase. You can either go old-school D&D, and have a goblin run out and turn the windlass while the PCs are on the stairs (falling damage, no save, go down a dungeon level, roll on the wandering monster table) or 4th edition it and have the PCs have, say, three turns to fight their way up the stairs to stop the goblin before he can turn the windlass 3 times.

I think I prefer the old-school method. It feels so classic I’m surprised it’s not in the AD&D random dungeon features appendix.

mazes and monsters: pointless

Monday, November 15th, 2010
This entry is part 14 of 34 in the series Mazes and Monsters

I said I’d wrap up Mazes and Monsters today, but there’s just TOO MUCH GOOD MATERIAL in this movie. Every word falls from these kids’ mouths like gold coins from the mouth of the girl in that one fairy tale. The fairly tale with the frogs, maybe? I believe Tom Hanks is the frog in this analogy. The point of the analogy, in case you’ve forgotten it, is that it will take me two weeks to finish extracting game material from Mazes and Monsters.

I should have learned by now that when it comes to blogging Mazes and Monsters, I should always double my initial estimates. I originally thought this would be a 6-post series. It looks now like it will be at least 16 posts, and maybe something like 20,000 words. And I’m only scratching the surface of what could be done! Mazes and Monsters is a game so different from other RPGs of its time that a company could devote a whole product line to it. It really merits expansions, modules, a line of paper minis, and a Saturday morning cartoon with Vin Diesel as the voice of Tom Hanks. And vice versa!

I’ll do one more week of recap, and then maybe a week or two where we can grapple with some unresolved rules questions, like “What exactly is the combat system?” My hope is to make available a PDF of the complete game system by Christmas!

Now on to the recap:

Last time, we followed Tom Hanks on his murderous rampage through Manhattan. This time, his friends have figured out that Hanks’ map bearing the legend “The Two Towers” isn’t a Tolkien reference: it refers to WTC. That means we get a cringe-inducing chase through the Twin Towers, that goes on forever. Seriously, I think Hanks and his friends visit every floor. It’s like that interminable part of Final Fantasy VII inside the Shinra building, except more boring and uncomfortable.

Tom Hanks’ friends finally corner him on the roof just as he is about to jump off.

JJ: Pardieux, what are you doing?
Hanks: I’m going to join the Great Hall!
Blondie: (with infinite guile) You can’t! It’s a trap!
Hanks: I have spells! I’m going to fly!
JJ: You don’t have enough points! I am the maze controller, and i have absolute authority in this game.

POINTS! Confirmation that Mazes and Monsters uses a spell point system. Could Gary Gygax’s DMG reference to alternate game systems, with their cumbersome spell-point mechanics, have been targeted at Mazes and Monsters?

Sadly, since we’ve mostly seen Iglacia the fighter’s character sheet, we don’t have any idea what the scale is for spell points. We saw Tom Hank’s character sheet, but it was a childish chickenscratch scrawl. So we’ll have to guess.

Based solely on the fact that Iglacia had 181 Hit Points at level 9, let’s say that Spell Points are in the ballpark of 20 points per level. So at level 9, Pardieux the Holy Man can’t cast Fly. Of course, he may have already used up some of his Points: on that failed spell against the thugs, for instance. (What was that spell? It seemed to involve flower petals. Maybe it was a Wizard of Oz-inspired sleep spell.)

Why do Holy Men get 20 points per level, and not, say, 10? Maybe spells cost around 10 points per level, and the design intent is that spellcasters can cast 2 spells of the highest level during an adventure, or multiple lesser spells. Maybe less-powerful casters get less points.

Spell Points
Characters find magical Spells, Tricks, and Powers during maze exploration. These spells can be used over and over again – they are not used up. The characters, however, have a limited capacity to cast these spells represented by Spell Points.

Holy Men gain 20 Spell Points per level. Frenetics gain 10 per level. Fighters don’t gain Spell Points and thus cannot use Spells, Tricks, or Powers.

When characters cast a spell, the spell’s cost is deducted from their Spell Point total. Spell Points regenerate to their maximum value only after characters leave the maze forever. (There may be other items and features, like magical springs or bitter roots, that restore spell points as well. This is up to the discretion of the Maze Controller.

With this info, we can start slotting in spells. We’ve seen Fly; we’ve theorized Sleep; and earlier, Tom Hanks failed at casting a Raise Dead spell.

Spells

Sleep: Level 9. Cost: 90 SP. A single subject must make a RONA check or fall unconscious. (The points are spent whether or not the subject is affected.) This is a favored spell of Holy Men and others who prefer to resolve combats without bloodshed.

Fly: Level 10. Cost: 100 SP. The caster, or another character of his choice, is able to fly for the next hour.

A flying character who takes off from a sufficiently high point (at least 1300 feet off the ground) who flies straight up for the entire hour can reach Heaven.

Raise Dead: Restores a dead person to life. It only works for a short period after the person’s death; after that, you need to fly to Heaven to find them.

Next week, Tom Hank’s magnificent monologue, in which he delivers a performance on par with Skeletor’s monologue from “Masters of the Universe!”