Clerics and “Reversible” Spells

There are no “Of Balance” or “of Chaos” clerics, only those “of Law”(1). The reversed versions of the Cleric spells form the basis of the Necromancer spell lists, in addition to the Animate Dead (3rd level) spell. Clerics do not have the ability or option to cast these spells, much less risk the displeasure of their pantheon should they do so. Continue reading Clerics and “Reversible” Spells

Alignment

Alignments are not elective philosophies, that if you fail to choose you inherit “neutral/selfish”. They are Faiths. They determine the values you hold in life, what you believe the role of mankind is upon the world, and they very much are directly relevant to what happens when you die. If you stray too far from your Alignment, the Labyrinth Lord will not assign a new Alignment. You will be ostracized by those of your current Alignment, those with the ability to detect Alignment will be able to tell that you have lapsed, and those of opposing Alignments will target you for conversion (or sacrifice, as it happens). Continue reading Alignment

House Rules

We’re using the Labyrinth Lord rules, with some complexity courtesy of Swords and Wizardry; plus some home-brewed complications. 4d6 drop lowest for Attributes. Roll in order (STR, INT, WIS, DEX, CON, CHA) Max HP at level 1. Every PC starts with a Retainer (see CHA for morale), that earns ½ share of Gold and XP. Elves use the Druid spell list Clerics with WIS 13+ … Continue reading House Rules