Thursday, October 3, 2019

TSR-East: Tentative Races

This is still a work in flux. I'm not sure I want so many races, actually. I only included Dragonborn and Changelings (Tieflings with the serial numbers filed off so they don't have to all be demonic) for my son who was playing a Dragonborn Cleric in my West Marches game (who then switched to a Half-Orc Paladin character anyway) and 3 players playing Tieflings.

Now that two of the three Tieflings are gone with the switch from 5E to Classic (and the other is a "Fairy Princess"), and my wife and sons are living in America for the time being (I'm still in Korea for work purposes), I could easily drop them. Goldie the Fairy Princess can be her own thing. Since my son and the other girl who played West Marches are out, Goldie's player doesn't have as much fun in the games anymore anyway. So for regular TSR, I could get rid of them and just be back to the AD&D 1E racial line-up.

For TSR-East, I've of course got Humans. And a few demi-humans can be fun. Flying Swordsmen has only humans (because Dragon Fist only had humans), while Chanbara has some in the appendices as optional.

I still haven't figured out maximum levels in each class yet. I'm pretty sure I'll stick to race and class, rather than race-as-class just because I don't want to add more classes at this point, and I don't want to "remove" a class by making it a demi-human class. Humans should be able to be any of the classes currently developed for the game. So we'll have six races counting humans (probably) which is still fewer than I'd have with TSR-West if I remove the Dragonborn and Changeling.

And who knows, in a month or two, I might decide that more is better, and write up Kappas and Hengeyokais and whatnot!

Also, I decided to go ahead and stick with Vanara as a racial name (from 3E OA) since that's a race of demi-humans from Indian mythology. Instead of ignoring the subcontinent and SE Asia, I should use this as an opportunity to learn more about them and add elements to the game inspired by their cultures. 

Here's what I've got so far (and remember, this is still very much subject to change):

Races
Human: Humans have no special requirements, can be any class, and have no level limits.
Survival: When rolling for hit points, roll twice and take the higher result.
Languages: Common, plus any one other language

Dokkaebi: Savage-looking humanoids with red, blue, green or orange skin standing 7’ tall.
Minimum Scores: 9 Strength
Allowed Classes: Hwarang, Mudang, Ronin, Sohei, Xia
Senses: Dokkaebi can detect evil intentions (as the detect evil spell) on a 1-2/d6. They hear noises on a 1-2/d6.
Languages: Common, Oni 

Koropokkuru: Superstitious and reclusive dwarves that stand 3’ tall.
Minimum Scores: 9 Constitution
Allowed Classes: Hwarang, Mudang, Ronin, Wushi, Yakuza
Senses: Koropokkuru have 60’ infravision. They hear noises on a 1-2/d6.
Combat Bonus: Against larger than man-sized creatures, Koropokkuru receive +2 AC.
Languages: Common, Koropokkuru 

Spirit Born: Spirit-creatures reared as human, and appearing as humans.
Minimum Scores: 9 Charisma
Allowed Classes: Hwarang, Ninja, Ronin, Sohei, Wushi
Gift: Spirit Born gain a +2 bonus to Retainer Reaction checks to hire retainers. Retainers and henchmen of Spirit Born have +1 to Morale.
Languages: Common, Spirit, plus any one other language

Tengu: Crow-headed humanoids that stand 5’ to 6’ tall.
Minimum Scores: 9 Wisdom
Allowed Classes: Hwarang, Ronin, Sohei, Xia
Senses: Tengu have 60’ infravision.
Heritage: Tengu have small wings that allow them to glide 20’ horizontally for every 10’ of elevation they start from, and reduce falling damage by half.
Languages: Common, Tengu, Spirit

Vanara: Simian humanoids that stand 4’ to 5’ tall.
Minimum Scores: 9 Dexterity
Allowed Classes: Mudang, Ninja, Ronin, Xia, Yakuza
Senses: Vanara hear noises on a 1-2/d6.
Climbing: Vanara can climb trees, rough walls, etc at normal speed. They can climb sheer surfaces at ¼ speed on a 1-5/d6.
Languages: Common, Vanara

Wednesday, October 2, 2019

TSR-East Classes: Sohei

Sohei have been a staple class of OA play since the 1E days. It wouldn't surprise me to hear that someone had made a sohei class and published it in The Dragon or one of the other early gaming magazines. They were historical armed Buddhist monks who formed armies and took on the samurai to protect their wealth base of agricultural holdings around their temple complexes. They used populist rhetoric that they were "protecting the commoners" but the reality, from the history books I've read, was a case of "Meet the new boss. Same as the old boss." As the song says.

But there is Benkei. Benkei is the prototypical sohei. And he's a really cool figure. Much like Miyamoto Musashi is the prototypical wandering duelist ronin of history or Hattori Hanzo the prototypical "man of Iga" (ninja) of history. Plus, the sohei had equivalents in China and elsewhere. The Shaolin monks are cut from the same archetypal cloth. Both groups are religious sects that practice martial arts.

And in D&D terms, that's a Cleric. But I already based the Mudang on the Cleric. But then D&D has the Druid, which is also like the Cleric but not quite (and later editions from 2E onward provide a vast array of variations on the Cleric as Cleric!). So I think there's room for two.

I did try to vary the spell lists as much as I could. The problem is that the lower level spells seem fairly integral to both classes. So early on, they will seem pretty similar. Mudang do get 10 spells per level while Sohei only get 8. The Sohei spells are primarily focused on attack/defense boosting rather than the healing/general utility of the Mudang spell list.

Mudang have only blunt weapons and light armor but can Turn Undead (and other things). Sohei get all weapons, medium armor, and unarmed fighting damage in case you want to play a more Shaolin style character, and they get a d8 hit die while the Mudang gets the normal Cleric d6. Sohei, being more warriors, have a minimum Strength requirement compared to the minimum Wisdom requirement of the Mudang.

Here is the class:

Sohei (Warrior-Monk) AKA Zhànsēng, Jeonseung
Requirement: Str 9
Prime Requisite: Wis [13 +5%, 16 +10%]
Hit Die: d8 to 9th level, +2/level after
Arms: all weapons, medium armor and shields
Special Abilities: spells, unarmed damage
Sohei Advancement
Level
XP
BAB
Abilities
1
2
3
4
5
6
1
0
+1
Unarmed d6
1
2
1750
+1

2
3
3500
+1

2
1
4
7000
+1

2
2
5
15,000
+3
Unarmed d8
2
2
1
6
30,000
+3

3
2
2
7
60,000
+3

3
3
2
1
8
120,000
+3

3
3
3
2
9
240,000
+5

4
4
3
2
1
10
360,000
+5
Unarmed d10
4
4
3
3
2
11
480,000
+5

4
4
4
3
2
1
12
600,000
+5

5
5
4
3
2
2
13
720,000
+7

5
5
5
3
3
2
14
840,000
+7

6
5
5
3
3
3
15
960,000
+7
Unarmed d12
6
5
5
4
3
3
Spells: A sohei can cast a number of spells of the levels shown on the Sohei Advancement chart each day. The sohei must prepare their spells in advance, but may select from any spells of appropriate level from the sohei spell list.
Unarmed Damage: A sohei fighting with their unarmed strikes or with improvised weapons deals 1d6 damage with the attack. 



Sohei
Save Level:
1-4
5-8
9-12
13-15
Death Ray/Poison
11
9
7
5
Magic Wand
12
10
8
6
Paralysis/Turn to Stone
14
12
10
8
Dragon Breath
16
14
12
10
Rod/Staff/Spell
15
13
11
9


Sohei Spells

Level 1

1. Cure Light Wounds*
2. Detect Evil
3. Detect Magic
4. Elemental Weapon
5. Hold Portal
6. Protection from Evil
7. Remove Fear*
8. Resist Cold

Level 2

1. Bless*
2. Find Traps
3. Hold Person*
4. Protection from Weapons
5. Resist Fire
6. Silence 15' Radius
7. Snake Charm
8. Wood Form

Level 3

1. Continual Light*
2. Elemental Ward
3. Flame Whip
4. Locate Object
5. Remove Curse*
6. Striking
7. Water Form
8. Wind Dragon

Level 4

1. Cure Serious Wounds*
2. Dispel Magic
3. Fire Form
4. Neutralize Poison*
5. Pro. from Evil 10' radius
6. Protection from Lightning
7. Spirit Step
8. Sticks to Snakes

Level 5

1. Conjure Monster
2. Cure Critical Wounds*
3. Dispel Evil
4. Earth Form
5. Raise Dead*
6. Regeneration
7. Truesight
8. Wall of Ghosts

Level 6

1. Anti-Magic Shell
2. Animate Objects
3. Banish
4. Burning Blood
5. Find the Path
6. Metal Form
7. Speak with Monsters*
8. Transformation

The Race Question

No, not that race question. The D&D one. In my current TSR house rules document, I have race and class separate as in AD&D. Non-human races have limits on which classes they can be, and level limits on those classes. It's a good way to distinguish the races from each other. In 3E~5E, "race" basically is just a way to optimize (or purposefully not optimize) your character. Having race with limited access to classes and differing level limits helps show players what that race is supposed to be about. Half-Orcs in 1E, for example, were the only class with a level limit in Thief, but they had unlimited advancement in Assassin. That, to me, made the connection between the race and class strong. If you wanted to play your Half-orc in a long term campaign (successful adventuring assumed), you'd be best to go Assassin. For a short-term or one shot type game, sure, that Half-orc Cleric might be fun. Why not?

 And part of my idea of what orcs ARE was formed by that connection. In the Basic Book, it says orcs are militant but actually cowardly. Their leaders need to force them to fight. And AD&D shows us that someone with orcish blood naturally fits into the roll of Assassin. So orcs must not be the big hulking barbarian brutes that Warhammer (and later edition D&D) make them out to be. Early Magic: the Gathering actually got orcs "right" by having orc cards that were unreliable. Sure, you can have your hulked out savage orcs if you want. But that's not how I see them.

So, to bring this around to my TSR-East document I'm working on. I've got some proto-notes for Asian-themed fantasy races, mostly pulled from what others have done before. I have Korobokkuru and maybe a version of Spirit Folk I'm calling Spirit Born, both from 1E OA. I've got Vanara from 3E OA, but since I'm focused on East Asia rather than South Asia (just because I am less well acquainted with South and Southeast Asian myths and legends) I'm calling them Houren (monkey-men). I have Tengu from Chanbara. And I'm also thinking of including Dokkaebi (Korean version of oni) partly because Ruins & Ronin has a half-oni type and partly because I wanted something Korean inspired.*

Right now, I'm writing them up as races separate from class. I've got the available classes decided, but not level caps. I'm still thinking on racial special abilities for Spirit Born and Dokkaebi, if I include them. But there's a part of my brain telling me that for TSR, I should go back to having Dwarf, Elf, and Halfling as classes, not races. And come up with race-as-class classes for my other available races (which wouldn't be hard, my older version is like that). So, I'm wondering if I should come up with some race-as-class Asian races of the selection above. I personally like race-as-class, but I think most of my current players don't. It's simple and players can get into playing faster. But the race-class combinations, possible multi-classing, and level limits can be fun, too. And as I said above, they can help inform the players of what each race is about. And at this point, it will be less work so that's probably what I'll go with!

*Spirit Folk are becoming Spirit Born because I feel like the Japanese fairy tales of old childless couples finding miracle spirit babies in their fruit, by the river, in a tree they cut down, etc. are the real inspiration for the race. And I want them to be different than just "Asian Elves" which is what they seemed to be in the 1E and 3E OA books. I'm throwing out the Hengeyokai as a race option because a) too many animal types to choose from just makes character generation take longer, and b) they really work better as monsters. 3E OA's Nezumi are out because rat-people never struck me as especially Asian. They work for L5R, but I wouldn't put them in a general race roster.

Edit: not sure how the paragraph breaks got removed from this, but I've put them back in.

Tuesday, October 1, 2019

TSR-East Classes: Ronin

I mentioned the other day that I went with Ronin as the name of the modified Fighter class because Samurai applies to retainers of a lord. Ronin are free agents. That's why a lot of the film/fiction involves ronin protagonists. The Seven Samurai were all ronin. Yojimbo - ronin. Musashi Miyamoto - ronin. Heck, even the long-running TV show Abarenbo-Shogun had the shogun running around pretending to be a ronin so he could get into adventures. Ronin have a freedom that samurai lack.

Now, in Chanbara I went with Samurai as a subclass name because in Chanbara, being a retainer (the allegiance system) is part of how you earn XP. In TSR-East, like in standard D&D, I expect treasure and monsters defeated to be the main sources of XP. So the ronin is the superior archetype. If a player wants to play a samurai in service to a lord, they can actually choose either the Ronin or the Hwarang and it will probably work out OK. But the default assumption is that the PC doesn't have a lord and master ordering them around. It's something the player can choose to have if they want.

The Ronin is based on the Fighter. In regular TSR, I give Fighters the AD&D ability to attack multiple low level opponents. They also get a fighting style (kinda like 5E but not so powerful). I'm thinking of revising the fighting styles again to make them even less powerful, though, and the Ronin is my first attempt at that. Pick a weapon group. Get a +1 bonus to damage. That's simple. Not overpowering, but worth considering.

Here's the class:

Ronin (Wave Man) AKA Liúlàngzhě, Pyolyuja
Prime Requisite: Str or Dex [13 +5%, 16 +10%]
Hit Die: d8 to 9th level, +3/level after
Arms: all weapons, all armor
Special Abilities: fighting style, cleave, multiple attacks
Ronin Advancement
Level
XP
BAB
Abilities
1
0
+1
Fighting Style
2
2000
+1
Cleave
3
4000
+1


4
8000
+3
Fighting Style
5
16,000
+3


6
32,000
+3


7
64,000
+5


8
120,000
+5
2 Attacks
9
240,000
+5
Improved Fighting Style
10
360,000
+7


11
480,000
+7


12
600,000
+7
3 Attacks
13
720,000
+9


14
840,000
+9


15
960,000
+9


Fighting Style: A ronin specializes in certain weapons, gaining a +1 bonus to damage with those weapons. At 4th level they may choose a second fighting style. At 9th level, the ronin’s damage bonus with one of their fighting styles improves to +2.
Axes: hand axe, battle axe, pole arm, etc.
Bludgeons: club, mace, war hammer, staff, etc.
Bows: short bow, long bow, crossbow, etc.
Chains: nunchaku, meteor hammer, kusari-gama, etc.
Spears: spear, javelin, trident, naginata, lance, etc.
Swords: katana, jian, dao, wakizashi, dagger, etc.
Cleave: A ronin of 2nd level or higher facing opponents with 1HD or less may make one attack per level each round.
Multiple Attacks: A ronin facing opponents with 1+1 HD or higher may attack twice per round at 8th level, and three times per round at 12th level. 

Ronin
Save Level:
1-3
4-6
7-9
10-12
13-15
Death Ray/Poison
12
10
8
6
4
Magic Wand
16
11
9
7
5
Paralysis/Turn to Stone
14
12
10
8
6
Dragon Breath
15
13
11
9
7
Rod/Staff/Spell
16
14
12
10
8

Monday, September 30, 2019

TSR-East Classes: Ninja

Ah, the ninja. Staple of many 80's* cheesy movies, video games, and comic books! Oh, how we love thee! The question with the ninja is not one of describing what a ninja IS to the player. It's capturing what a ninja DOES in game mechanics. And the fact that ninja can be masters of stealth and martial arts, hordes of faceless and easily dispatch-able mooks, mystical badasses, or even in an earlier age of the internet guitar-shredding decapitating madmen.

*and 70's, 90's, 00's, 10's...

For my take on the ninja (round 5 since I've already done four versions in Chanbara!), I modified the Halfling class. It's a bit of a power-up over the traditional Halfling. No weapon restrictions, they can rise above 8th level, I increased their indoor hide chance a bit, gave them Dwarf trap/sliding wall detection and Elf secret door detection, and Thief's backstab! What do they give up for that? Heavy armor (plate equivalent) and shields, bonuses to hit with ranged weapons and AC vs larger than man-sized creatures. Oh, and their saving throws don't improve quite as fast, but they're still good (equal to the Dwarf/Hwarang). Actually, I might change that, and put them back at Thief saves since they do have some nice extra powers over the Halfling. I'll think about it.

Here is the Ninja:

Ninja (Spy) AKA Cìkè, Amsalja, Shinobi
Requirement: Con 9
Prime Requisite: Dex [13 +5%, 16 +10%]
Hit Die: d6 to 9th level, +2/level after
Arms: all weapons, medium armor
Special Abilities: stealth, perception, backstab
Ninja Advancement
Level
XP
BAB
Abilities
1
0
+1
Stealth, Perception, Backstab
2
2000
+1

3
4000
+1

4
8000
+3

5
16,000
+3
Backstab x3
6
32,000
+3

7
64,000
+5

8
120,000
+5

9
240,000
+5

10
360,000
+7
Backstab x4
11
480,000
+7

12
600,000
+7

13
720,000
+9

14
840,000
+9

15
960,000
+9
Backstab x5
Stealth: A ninja can conceal themselves when out of doors 1-9/d10. Indoors, they can hide 1-3/d6. They may not move while hiding without giving away their position.
Perception: A ninja has a chance to detect traps 1-3/d6, secret doors or sliding passages 1-2/d6, and hear faint noises 1-2/d6.
Backstab: A ninja that surprises an opponent or attacks from hiding gets a +4 bonus to the attack, and deals double damage if successful. The damage increases at 5th, 10th, and 15th level as shown on the Ninja Advancement chart.



Hwarang, Ninja
Save Level:
1-3
4-6
7-9
10-12
13-15
Death Ray/Poison
10
8
6
4
2
Magic Wand
11
9
7
5
3
Paralysis/Turn to Stone
12
10
8
6
4
Dragon Breath
15
13
11
9
7
Rod/Staff/Spell
13
12
10
8
6

Sunday, September 29, 2019

Campaigns I'd like to run someday

I usually come up with more ideas for what I think will be fun campaigns than I can actually manage to run. Currently, my West Marches game is going great so I've got no desire to change it. And realistically I shouldn't be running any more face to face games. The occasional test of Caverns & Cowboys is the exception to this.

But if I could, I'd be running all kinds of games. I'd need to be independently wealthy to run them all, of course. Maybe when I'm retired this will be a way to spend my time and keep my mind sharp as I get older.

In no particular order, here are ideas I have that I've never gotten to run, or ideas that I attempted but got cut off due to my schedule, lack of player interest, or problems with the execution on my part (which I think I could do better now).

The Maritime Campaign. Back in 2010, I worked up this campaign and started it off. But the players and I had differing expectations of what the campaign was to be about. I set it up as an island hopping treasure-seeking band of heroes with a ship (like Jason and the Argonauts, or Sindbad). One player wanted it to be a mercantile simulation, another wanted it to be a game of piracy and fleet building. Other players were pretty uninterested. It died because I lost interest in figuring out markets for fleece in foreign lands and dropped it.

With the right group of players, I still think it could be a blast.

Terminator: War Against the Machines. This would be a game set in the "future flashbacks" of the Michael Biehn character in the first Terminator (and other films in the series). A short term campaign with a set goal of either to take down Skynet or die trying. Not sure what game system I'd use. d20 Modern/Future could work, but it's a bit clunky in areas. Stars Without Number might be a better fit, except without the psychics. There's also the venerable Star Frontiers, or maybe something generic like the WEG Open d6 system.

Land of 1000 Dragons. This is a fairly new idea I've had. Pretty sure I've mentioned the Terminator idea before, and I posted over 20 times about the Maritime Campaign. This game would probably be best with a modern 'high power PCs' system like 5E, or if run in old school D&D we'd need to start at 5th or 6th level. In Land of 1000 Dragons, there is an open sandbox world, and EVERY lair or dungeon is the home of a dragon. Of course there will be other monsters cohabiting (or lurking and scavenging the leftovers). But the whole game would be focused on dragons. Lots of dragons.

Some sort of Supers game. I'm not sure exactly what the hook should be for this. Supers as a genre is really about preserving the status quo, while most RPGs seem to work best around groups that work outside the system and upset it. If I ever do run a game, it would probably be best to set it in some sort of Sin City type setting, where everyone and everything is corrupt except for our heroes. Or, flip it and run a supervillain game! Let the players run amok until the local heroes get on their tail, then come up with plans to foil the caped crime-fighters! That could be fun.

East Marches. I mentioned this the other day. My West Marches game is going so well. The format makes it really easy for players to buy in, and for me to prep for games. I'd love to run a second game in this format, but with Asian fantasy themes (there are some in my WM game, but it's for the most part standard D&D fantasy). I could easily use the TSR-East classes I'm working up now for this. But I really don't have time to prep and run TWO Marches-style games at the same time.

Fiendish Pits of Dr. Lao. This is an idea I had many years ago. An Asian fantasy themed megadungeon. I'm less keen to run this game these days (and I realize I must have gotten the name Dr. Lao from an old Tony Randall movie -- reading the description I don't remember seeing it before, but I probably heard of it somewhere along the way). I think East Marches would be a better game. But I could probably throw a smaller version of the Fiendish Pits into the East Marches. Or work this idea up as something to try and sell some day.

TSR-East classes: Mudang

The second class is the Shaman. 1E OA called them Shukenja, but 3E OA wanted to call the Rokugan sorcerer class Shugenja (the proper spelling) so they got renamed as Shaman. Dragon Fist also called them Shamans. So might as well go with that name. But in Korean. Because I can.

The trick with this class is that I wanted to use both a shaman-type Cleric and a warrior-monk (sohei) type Cleric in the game. So I have two versions of the Cleric. It wasn't so hard to rearrange the class basics, but the spell lists are still a work in progress. I want to try and differentiate them a bit more.

Well, that shouldn't be so hard, right? I've got regular D&D Cleric spells, Druid spells, and Magic-User spells. I've got Flying Swordsmen Shaman spells and Chanbara Onmyoji/Soryo/Yamabushi spells to work with! Don't forget original OA's Shukenja (and possibly Wu Jen) spells.

But honestly, a lot of the "original" spells in my two games are just renamed versions of regular spells. Or slight tweaks of original game spells.

For the Mudang, I tried to keep all the "nature" or spiritual spells of the Cleric, and added in more spells to fill the gaps. Sohei, as you'll see later, are more battle-focused in their spells. And since they are less of a combat class, I gave them 10 spells per level so they get more to choose from. At the higher levels, it was pretty easy to differentiate them from Sohei spells. It's just at level 1, there are so many basic spells that seem to fit for both styles.

Mudang (Shaman) AKA Shugenja, Wū
Requirement: Wis 9
Prime Requisite: Cha [13 +5%, 16 +10%]
Hit Die: d6 to 9th level, +1/level after
Arms: blunt weapons, light armor and shields
Special Abilities: spells, turn unholy
Mudang Advancement
Level
XP
BAB
1
2
3
4
5
6
1
0
+1
1
2
1500
+1
2
3
3000
+1
2
1
4
6000
+1
2
2
5
12,000
+3
2
2
1
6
25,000
+3
3
2
2
7
50,000
+3
3
3
2
1
8
100,000
+3
3
3
3
2
9
200,000
+5
4
4
3
2
1
10
300,000
+5
4
4
3
3
2
11
400,000
+5
4
4
4
3
2
1
12
500,000
+5
5
5
4
3
2
2
13
600,000
+7
5
5
5
3
3
2
14
700,000
+7
6
5
5
3
3
3
15
800,000
+7
6
5
5
4
3
3
Spells: A mudang can cast a number of spells of the levels shown on the Mudang Advancement chart each day. The mudang must prepare their spells in advance, but may select from any spells of appropriate level from the mudang spell list.
Turn Unholy: The mudang may attempt to force undead, evil spirits, or demons to flee. If the target has fewer than ½ the mudang’s level in hit dice, 2d6 HD worth are automatically destroyed. If they have fewer hit dice but more than ½, 2d6 HD worth automatically flee. If they have hit dice equal to or greater than the mudang, the mudang must roll 2d6 to see if they are affected. If the creatures have HD equal to the mudang’s level, roll 7 or better. If the targets have up to double the mudang’s level in HD, roll 9 or better. If the targets have more than double the mudang’s level in HD, roll 11 or better. If successful, 2d6 HD of targets will flee. The mudang may use this ability as often as desired in an encounter until it fails, then it may not be used again in that encounter.



Mudang
Save Level:
1-4
5-8
9-12
13-15
Death Ray/Poison
11
9
7
5
Magic Wand
12
10
8
6
Paralysis/Turn to Stone
14
12
10
8
Dragon Breath
16
14
12
10
Rod/Staff/Spell
15
13
11
9


Spells
 
First
1 Cure Light Wounds*
2 Detect Evil
3 Detect Magic
4 Light*
5 Protection from Bludgeons
6 Protection from Evil
7 Purify Food and Water
8 Remove Fear*
9 Resist Cold
10 Sanctuary

Second
1 Bless*
2 Channel Spirit
3 Cloud Feet
4 Fresh Air
5 Hold Person*
6 Resist Fire
7 Silence 15' Radius
8 Speak with Animal
9 Spirit’s Vengeance
10 Voice of the Dragon

Third
1 Call Lightning
2 Cure Blindness
3 Cure Disease*
4 Exorcism
5 Growth of Animal
6 Invisibility to Spirits
7 Locate Object
8 Omen
9 Remove Curse*
10 Speak with the Dead

Fourth
1 Control Winds
2 Create Water
3 Cure Serious Wounds*
4 Detect Shapechanger
5 Dispel Magic
6 Earth Grave
7 Neutralize Poison*
8 Pro. from Evil 10' radius
9 Shield of Spirits
10 Speak with Plants

Fifth
1 Cloud Trapeze
2 Create Food
3 Cure Critical Wounds*
4 Dispel Evil
5 Hold Monster*
6 Insect Plague
7 Quest*
8 Raise Dead*
9 Spirit Storm
10 Weather Control

Sixth
1 Aerial Servant
2 Animate Objects
3 Commune with Spirits
4 Create Normal Animals
5 Cureall
6 Earthquake
7 Invulnerability
8 Lower Water
9 Speak with Monsters*
10 Word of Recall