You Will Taste Man Flesh! Orc Summoning for DCC Player Character Wizards

In Tuesday’s post, I made a few references to orcs being organized into evil armies by chaotic wizards. There is probably nothing in role-playing less in need of mechanical support than how a villainous wizard gathers an army of orcs. You want a bad wizard, you make a bad wizard; you want him to have orcs, he has orcs. The only time you could possibly have even the most remote need for a system to support this is if that foul mage is one of the player characters.

But why shouldn’t she be? We’ve had spells in D&D for a long, long time implying that other party members wouldn’t automatically turn on the wizard if he raises a few undead servants. Isn’t it equally possible that the party might be willing to put up with a little orcish brutality if it gives them a few more meatshields? So just in case that comes up, here’s a 5th level wizard spell for DCC RPG. I don’t know if this is really balanced with other 5th level spells, but hey, orc army!

Summon Orcs
Level: 5 (Wizard)
Range: Varies
Duration: Special
Casting Time: 1 week
Save: None

General: The caster calls a band of orcs to serve his sinister plans. The orcs summoned will serve the wizard until they die or until their master suffers a decisive defeat in battle (judge’s discretion). However, the wizard must set the orcs about some task that shows the promise of regular bloodshed and savagery.

To cast the spell, the wizard must have a permanent dwelling worth at least 10,000 gp. Once successfully cast, the wizard must be at the dwelling when the orcs arrive or they will wander off. The wizard need not wait around for new orcs if he already has orcish servants residing in the area around the dwelling. The orcs that arrive will be equipped with the equivalent of leather armor and a long sword.

Neutral wizards suffer a -4 spell check penalty when attempting to cast this spell; lawful wizards cannot cast it at all. If the wizard’s patron is strongly associated with orcs, they gain a +4 spell check bonus. A +1 spell check bonus is gained for every full 100 orcs already under the wizard’s command as the strengthening horde attracts ever more minions.

Manifestation: Roll 1d3: (1) The area around the dwelling grows foul, as foliage falls from dying trees and water becomes brackish; (2) A sigil of balefire appears in the sky above the dwelling; (3) Thunder clouds darken the sky above the dwelling, rumbling and crackling with lightning and dropping acid rain.

Corruption: Roll 1d6: (1) The caster’s nose transforms into a pig-like snout; (2) The caster grows boar-like tusks that just out from his lower jaw; (3) The caster’s skin takes on a sickly green-gray palot; (4) The caster permanently loses 1d4 Intelligence and begins to speak in simpler, cruder manner; (5) The caster develops a strong craving for raw meat, and will eat it at every opportunity; (6) The caster’s develops an aversion to bright light, suffering a -1 to all actions in direct sunlight.

Misfire: N/A

1: Lost, failure, and worse! Roll on the corruption table.

2-11: Failure, spell is lost for one month.

12-15: Failure, spell is lost for one week.

16-17: Failure, but spell is not lost.

18-19: The wizard summons CL in orcs. They arrive in 1d3 weeks.

20-23: The wizard summons 1d3 x CL in orcs. They arrive in 1d3 weeks.

24-25: The wizards summons 2d3 x CL in orcs. They arrive in 1d3 weeks.

26-28: The wizard summons 2d3 x CL in orcs, one of which will have 3d8 HD, along with 2d3 dire wold mounts. They arrive in 1d5 weeks.

29-33: The wizard summons 2d3 x CL in orcs with 2d3 dire wolf mounts; one orc will have 5d8 HD. They arrive in 1d5 weeks.

34-35: The wizard summons 2d6 x CL in orcs with 2d8 dire wolf mounts. One orc will have 5d8 HD, and another will have 3d8 HD. They arrive over the course of 1d6 weeks.

36-37: The wizard summons 2d12 x CL in orcs along with 1d10 x CL dire wolf mounts (there cannot be more wolves than orcs, however). One orc will have 5d8 HD, and two will have 3d8 HD. They arrive over the course of 1d6 weeks.

38+: An orcish horde of 2d16 x CL orcs are drawn to the wizard, along with 2d10 x CL dire wolves (again, no more wolves than orcs). One orc will have 5d8 HD, and four will have 3d8. They arrive over the course of 1d6 weeks.


The Night Children: Orcs of the Age of Ruins

deviantART by DKuang

After the swarming masses of goblins, orcs are the second most numerous and commonly-encountered breed of Night Children. Though all least demons are prone to mutation and malformation, the physiognomic diversity displayed by orcs is staggering. In fact, some sages with a particularly keen interest in styxozoology have suggested that rather than the five commonly accepted varieties of Night Children (goblins, hobgoblins, orcs, bugbears, and trolls), there are in actuality hundreds of different breeds, and that it is only through uneducated and ill-informed peasant tradition that all brutish warrior-types have come to be collectively categorized as orcs. To date, however, field research has proved too formidable and mortiferous to conclusively support this thesis.

Douglas Chaffee
Douglas Chaffee

Whatever physical characteristics they display, there are a few traits common to all orcs: They are strong, dim-witted, and voracious. On their own, orcs deploy little-to-no strategy in their attacks, rarely even showing enough tactical accumen to utilize ranged weapons. Under the command of clever hobgoblins or sinister mages, however, orcs can easily transform into a terrifyingly adept army; they even seem to spontaneously gain great skill at weapon and armor craft in such circumstances, only to lose the ability to construct all but the crudest armaments if the leader is removed. Unlike goblins, many orcs are capable of crudely speaking the languages of men despite their lack of intellect. Orcs have no capacity for magic of any sort.

Perhaps the most frightening characteristic of orcs is their unholy hunger. Even in the midst of battle, orcs will often disregard immediate danger to gorge upon the entrails of a fallen foe before resuming their assault. This demonic appetite causes orcs to exude an aura of dread, which is why even a well-armed force of common men will falter and flea at the sight of an orcish warband.

by neisbeis

Orc: Init +1; Atk* bite +1 melee (1d4) or as weapon +1 melee; AC 11 + armor; HD 1d8+1*; MV 30′; Act 1d20; SP infravision 60′, -1 attack in bright light, lesser fear, unholy hunger, vulnerable to fire; SV Fort +2*, Ref +0, Will -1; AL C.

*Orcs can vary wildly in size; these stats represent a roughly man-sized orc. Particularly large orcs will have an additional +1 to hit and damage in melee, to hit points, and to Fortitude saves. Likewise, particularly small orcs (about the size of a dwarf) receive a -1 to the same traits.

Lesser Fear: Whenever henchmen, hirelings, or other 0-level NPCs encounter orcs, they must make a morale check against DC 11 or attempt to flee. If the orcs have been organized under an intelligent leader such as a hobgoblin or wizard, the DC increases to 13.

Unholy Hunger: If an orc is in the vicinity of a fallen and helpless foe, they must make a Will save (DC 11) to take any action other than ripping open the enemy’s gut and devouring a few handfuls of organs before returning to combat. The orc suffers a -1 penalty to AC during the round it spends stuffing its gullet. Once a foe has been gutted it no longer poses a temptation to other orcs.

Vulnerable to Fire: Orcs take an additional 1d6 damage from fire, and have a 50% chance of catching fire whenever they take damage.

For Savage Worlds:

  • Use the orc stats from p. 138 of SWD
  • Night Children traits
  • Lesser Fear causes extras to make a Spirit Check or panic
  • Unholy Hunger requires the orc to make a Spirit check at -1