Thursday, November 21, 2019

Coventicle of Black Blood

A NE/CE order; semi-religious.

The Conventicle of Black Blood is an organization that potrays itself as being a "hunting club", and many are organized among the upper classes (and ambitious folk of the middle class) as such. Those who are able to hunt or fish as a pleasure, not a necessity. It seldom goes openly by the name, but will instead mock names associated with The Great Huntress; The Sacred Order of the Sable Arrow, in Brandobia, is one such group, it symbol a black arrow, with a black drop of blood dripping from the tip, painted simply on a sign of wood or a background of green. Massive hunts, where every member is encouraged to bring back some game of some sort, will sweep through the land on nights as the Veshemo is new or Diadolai wanes. Prizes are awarded for the largest trophies, and scorn is heaped upon any who do not return with at least a rabbit or al-miraj. Midwinter hunts to roust bears and boars from their slumber, and events where children are given a sling and pigeons are released for their sport are all popular, and kill far more than can be eaten.

While the open orders recruit, an inner circle works more sinisterly.

The Coventicle of Black Blood engages in rites which profane the hunt, and seek to cause pain, famine, and pestilence. They do hunt, of course, but they seek to overhunt an area, so there will be a dearth of food animals to eat. The inner circle leaves corpses to rot and cause disease, or leaves animals wounded to draw predators. To this end, they are popular among the priests of the Locust Lord, the Flaymaster, and the Rotlord, with different groups within the Coventicle organized towards one or the other, and providing at least lip service to the rest.

The members are varied, though it is popular with assassins, fighter/thieves, and fallen rangers (indeed, remaining one of the few sources of training for rangers who fall away from good). Some Patient Arrows, drawn by the open orders, will join Coventicle-associated hunt clubs, but find their message strangely rebuffed by the most influential members. The open orders count among their number many noblemen and knights; men for whom hunt is a sport, not a way of life, and who care little how the meat is used, so long as the trophy comes home with them. This provides them a fair degree of political protection, though respectable huntsmen, frequently associated with (at least loosely) the Patient Arrows, tend to have little truck with them.

Tuesday, November 19, 2019

Divine Charges

Found this other entry into the old Dragonsfoot forum challenges.

Divine Charges (Divination)

Wizard level 2, Cleric level 3
Sphere: Divination
Range: Touch
Duration: Instant
Area of Effect: One Object
Components: V, S, M
Casting Time: 2 hours
Saving Throw: None

By carefully calibrating a scale and adjusting the counter-weights, the caster learns approximately how many charges are in the item. Upon completing the casting time, the DM rolls 1d8-4 if between the levels of 3 and 6, 1d6-3 if between 7 and 11, and 1d4-2 if level 12 or higher. The DM adds the result to the actual number of charges the item, and reports the final total. Each spellcaster can only cast this once per item per year; if attempted more frequently on the same item, there is a 7% cumulative chance that 3d10 charges will be lost, and the material components destroyed. This spell reveals nothing about the function(s) of the item. There is a (30%-level of the caster) chance that any curses on the item will come to affect the caster, as well.
The material components of this spell are a scale and fine golden weights. Each weight costs 20 gp, and insufficiently varied weights reduce the accuracy of the spell; usually, it will be five 1 charge weights, three 5 charge weights, two 10 charge weights, and three 20 charge weights, for a total of 160gp in weights. The scale itself must be made of silver, and costs 100gp for a scale suitable for only wands, 300gp for a scale suitable for rods or wands, and 500gp for a scale suitable for staves and other magical items. These material components are not typically destroyed with casting.

Saturday, November 9, 2019

Powers as Tech Devices

So, I worked up the basic outline of using Savage Worlds: Adventure Edition for Mass Effect but, while I was working on it, I realized that a LOT of powers might exist as Tech devices, and that I don't have much in the way of clear guidelines as to what would work that way, or how much it would cost.

While these devices all list a cost, that alone is not sufficient to power the device; they also need supplies of Power Points, and most will have a built-in charger to regain power points.  Smaller power supplies run about 20 credits per power point, and standard rechargers cost 50, and recharge at a rate of 1 point per minute. Rapid chargers, which recharge at 3 points every 2 minutes, cost an additional 100 credits. Such power supplies weigh about 1 pound per 10 power points, with rapid chargers only adding a negligible amount to the weight. Cybernetic power supplies (ones designed to be integrated into a body) are about 50 credits per power point, but add nothing to encumbrance. Cybernetic power supplies are frequently regulated. Power point pools do not recharge while devices are in use; some devices will have several pools built in, both for redundancy and for endurance.

In addition, expert systems can be acquired, letting powers be activated more easily. +1 on the Tech roll will require an additional 100 credits; +2 will require 200 credits. Higher-end, fool-proof systems (i.e. adding a +3 or more), require a fair bit more space and processing, and add 200 credits per plus to the cost (so a +3 on the activation roll is 600 credits), and an additional pound per plus. Conversely, some systems are finicky, and can be "shorted", as described on page 151. Such devices inflict a penalty on the activation roll, but can reduce the power point cost of any power modifiers (not the base power, itself). These can be paired with an expert system; a Damage Field power might be shorted 1 or 2 points to allow for a cheaper increase in damage, but with expert systems reducing some of the penalty. Failures with these devices are always critical failures!

Many powers have a range based on Smarts; for devices, consider that a d6. Devices that only function at touch range receive a +1 to their activation roll. Many powers have set durations; devices can be set to deduct power to maintain them without action, though with the attendant 1 Power Point per additional duration.

Saturday, October 19, 2019

Savage Worlds: Mass Effect Deluxe Edition

Like my recent revision of my Savage Worlds: The Elder Scrolls to Adventure Edition, I am intending to do the same with my Mass Effect conversion. Since I don't want to get rid of all my work (and it's nice to have an archive copy), here's the Deluxe edition work


This is an updated set of rules for Savage Worlds: Mass Effect, based on feedback I've received and, hopefully, actual playtest changes that need to be made. It was written with the Savage Worlds Deluxe Edition and a lot of help from the Mass Effect Wiki. I'm open to comments and suggestions on how to update the rules and make them better fit Mass Effect and Savage Worlds.


Races:
Human: Humans start with the Lucky edge and one other of choice, but also have the Flaw: Outsider. While a growing power in the galaxy, the human rise to power has created a number of enemies.

Salarian: Salarians slight build results in them having the Small hindrance. However, their quick minds mean they begin with a d6 in Smarts, and the Quick Edge.

Turian: Turians begin the game with a d6 in both Fighting and Shooting to represent their military training.

Asari: All Asari begin with a single novice Biotic Power of choice, 5 Power Points, and a d4 in the Biotics skill. If they choose they Arcane Background: Biotics, they gain these in addition to the powers provided by the background. Asari also have Mind Reading as a bonus power. Mind Reading is a separate skill from Biotics, based on Spirit, and begins at a d4. Asari have strong personalities, however, and have a minor personality hindrance, usually tied to their stage in life (Maidens tend to be Curious; Matrons tend to be Cautious).

Krogan: Krogan are perpetual Outsiders, but all have the Healing Power, which functions only for themselves, and operates off their Vigor attribute. This is a free action every 10 minutes. They begin with a d6 in Vigor, but their Smarts requires two points per dot to increase at character creation. All are considered to have the Brawny Edge.

Quarian: Quarians begin play with a d6 in the Repair skill, but also have the Outsider flaw and a -4 against poison and disease. However, the also begin with an environmental suit, which provides +2 Armor, +2 against negative environmental conditions, and negates their penalty against poison and disease unless breached. Armor designed for Quarians takes this suit into account.

Drell: Drell have a +4 to resist heat. They also have an Eidictic Memory, allowing them to recall any information they have been exposed to; this results in a +2 to all knowledge skill checks, including common knowledge. However, their memory can be triggered involuntarily whenever they roll a 1 (on either die) while making a Knowledge or Smarts test, requiring a Spirit roll lest they fall into a fugue state and 4 point penalty to all trait rolls while in the grip of memory. With success, there is only a 2 point penalty. With a raise, there is no penalty. A Bennie may be spent to remove the penalty, as well. Checks against the fugue state may be made every round during combat, or every minute when out of combat, and the fugue will last until either two successes are made, or a success and a raise.

Hanar: Hanar are fully aquatic, and thus cannot drown, move at full speed while swimming, and have a d6 in swimming at character creation. They likewise possess four additional limbs, allowing them to take multiple actions. They also secrete poisons from their limbs, allowing them to paralyze in hand to hand combat. They move by means of levitation packs powered by mass effect fields, giving them the equivalent of Flight. However, they also possess significant disadvantages. As jellyfish, they lack physical strength, so their Strength can never advance beyond 1d6, and requires two points to raise at character creation, or two advances during gameplay. Their Vigor and Agility likewise require two points per step, but do not have caps. Their stilted speech and strong religious beliefs also marks them as Outsiders.

Elcor: Elcor move very slowly, having a base pace of 3 and only a d4 running die. Likewise, they are unusually Cautious, compared to most other species. Their speech patterns cause them to be regarded as Outsiders, and their slow reactions require that they spend 2 points per upgrade to Agility, with a cap of d6. However, they have great strength, beginning with a d8 and able to increase it to d12+2 through normal advancement. They are also quite large, gaining +1 to Size, and tough, gaining +2 to Armor and the Brawny Edge. They also have a base d6 in Vigor.

Batarian: Batarians have a rough reputation, resulting in Outsider status, but they also begin with a d6 in Intimidation. They have also earned the racial enmity of Humans, bringing their penalty to Charisma regarding humans to a -4. Unsurprisingly, they have exceptional vision, getting a +2 to Notice when vision is involved, and the equivalent of low-light vision.

Friday, October 18, 2019

AD&D Warforged

Back-porting Warforged (a race from WD&D's "Eberron" setting; essentially, PC scale-golems) to AD&D. I'm making it an edition-less AD&D, not specifically 1e or 2e, since most races have their primary difference between editions in level limits, less so than mechanics.

Attribute Modifiers
Wisdom -1
Constitution +1
Charisma -2

Benefits:
Natural AC of 5
Immune to sleep, poison, and disease
Immune to Charm Person and other spells that target "Persons" (but not spells that target Monsters or Golems)
Immune to Fatigue and Energy Drain
Do not need to Eat, Sleep, or Breathe (still must rest for an appropriate amount of time to regain spells).

Drawbacks:
Cannot wear armor (natural armor does not interfere with casting).
Unless it specifically resizes, 20% of all worn magic items will not fit
Receive only half benefit from Cure X Wounds spells (rounded down)
Do not heal naturally, but may be healed by a smith at 10gp/HP and no more than 3 HP/Day. A Mending spell recovers 1 HP/level of the caster.
Vulnerable to Rust Monster attacks, taking 1hp/level/touch (so a 10th level Warforged will take 10 HP per touch of a rust monster), to a minimum of 1 HP/level (so a 10th level Warforged cannot be brought below 10 HP by a rust monster)
Take damage from spells that affect metal and wood.
Warforged are very heavy; while human in height, most are 300-400 pounds.

Level Limits (1e limit/2e limit)
Cleric 4/12
Fighter 8/16
Magic-User 3/8
Thief U/15
(Assassin; 1e 6)
(Bard; 2e 10)

Thief Skill Modifiers
PP -10
OL -5
FRT -5
MS -15
HS -5
CW +15
DN +10
RL +5

Reapproaching Reincarnation

Reapproaching Reincarnation:
An old Chestnut tossed back in the fire for another roasting

Reincarnation, in the D&D sense, is a magical effect which creates a new body and puts a dead person’s soul or spirit into that body. The spell is, however, extremely poorly defined as to exactly what that means. If my elf is reincarnated as a human, do I keep an elf’s bonuses with swords? If my gnome is reincarnated as a dwarf, can I keep being an illusionist? If I can’t ADVANCE as an illusionist, can I learn a new class, or am I stuck as an X level illusionist until I roll better on reincarnation, or someone polymorphs me and I survive that? Do my attributes change? If I stop being a halfling, does my dexterity go down and my strength go up? If I become a dwarf, does my charisma drop? If I reincarnate as a human, does my level limit change?

Reincarnation in AD&D takes two basic forms: Magic-User and Druidic. The Magic-User table is largely filled with demi-humans, humanoids, and humans. The Druidic table is full of animals and sylvan creatures. However, these are arranged fairly randomly on the tables… there’s no real “good” range to roll in, save as defined by the individual (“I came back as a troll? AWESOME!”). Nothing about the character themselves influences what they come back as… a paladin is as likely to come back as an orc as a thief would be. In the game as written, the only thing that matters is who cast the spell, and how lucky their dice are.

In this, I hope to define reincarnation, and make it a somewhat less random effect… not under the target or caster’s strict control, but influenced by the character’s life before their death.

The Reincarnated Self
Reincarnation and Reincarnate (the Magic-user and Druid versions, respectively) construct a new body around the soul and spirit of a recently deceased individual. Because they encase an intact spirit in a body, reincarnation spells have a very limited window in which they can be cast; wait too long, and the soul or spirit will have already reached their final destination, and be irretrievable. The body created is somewhat random, but is influenced in its creation by the spirit which it contains.
The magic-user spell is heavily influenced by the strength of the spirit being encased. Stronger spirits… those belonging to higher-ego creatures… are more likely to mold their form into something that resembles their spiritual strength. Weaker spirits cannot muster the strength with which to do this, and so their forms are less powerful, and more random. These modifications are noted next to the table.

The druidic spell is influenced by ego, but is also influenced by balance; deviations from true neutrality make it harder for the druidic magic to function effectively. Those with powerful alignments, but relatively low egos, find themselves placed in “simpler” forms, to learn lessons of balance and neutrality. These modifications are noted with the table.

Certain situations exist in which Reincarnation can take place long after the original body has died. However, these require a disembodied spirit that is still bound to the Material Plane, be it through means such as Magic Jar or spectral undead. For someone confined to a Magic Jar to be reincarnated, it requires physical possession of the Magic Jar by the spellcaster, willingness on the part of the jarred spirit, and for the subject of the reincarnation to forever forsake their original body; if that body is possessed, then the reincarnated spirit no longer has any claim to it, and the possessor is no longer subject to exorcism by dispel magic. For spectral undead, the creature itself must be willing, and the caster must possess a portion of the creature’s original body.

Character Effects of Reincarnation
Regardless of the caster, reincarnated characters share certain aspects. The first is that all racial abilities are stripped from them; dwarves lose their resistance to magic, elves lose their bonus with swords and bows, and halflings lose a measure of their dexterity. Likewise, ability modifiers due to age and race are stripped from the character; the body created will not have the infirmities of age, nor does the spirit retain its accumulated wisdom. It will be considered to be on its first day as a Mature Adult. With regards to gender, roll 1d20, and subtract any Wisdom saving throw modifier. On a 14 or lower, the character's sex will match their gender; on a 15 or higher, they will physically be another gender.

After removing former abilities and debilities, the abilities and debilities of the new form take effect, including age modifications, attribute modifiers, minimums, and maximums. Attributes in excess of new maximums should be noted; should the character be subsequently polymorphed or reincarnated into a form that will allow those attributes, their “natural ability” will take effect. The 2nd edition Complete Humanoid’s Handbook can be very useful in creating newly monstrous characters, while animal forms (especially from the druid list) will need a large degree of DM input. Regardless of the form, however, the reincarnated character remains a sophont; a human reincarnated as a fox remains a thinking person, capable of understanding language, and possibly even scratching words into the dirt. However, the smaller brain does impact intellect; if the usual range for the animal is Low, there will be at least a -1 to Intelligence, increased to -2 if Semi, and -3 if Animal.

A reincarnated person maintains their same class and level of experience, even if it is largely incompatible with their new form. They may not be able to make use of these abilities (a badger magic-user cannot speak to cast spells, nor make the necessary hand gestures), but they will have those abilities. They likewise retain any proficiencies that they had, though this, too, might cause certain problems (“Why is that wolf holding a sword in its mouth? And why did it just kill Zeke?”). Note that those whose intelligence is impacted by their new form might gain or lose proficiencies due to this; the player should be allowed to choose which proficiencies are lost or gained. Clerics are somewhat advantaged over magic-users in this respect; their spells can be enacted through the dispensation of their deity, so they face difficulties only with spells that require understandable language (such as Command), or material components which may be difficult to manipulate. Druids of 7th level or higher have a further advantage, here; they are capable of returning to human form with their shapeshifting abilities (though whatever form they have been reincarnated to is their new base form).

If a character’s new form is incompatible with their previous class, or the player chooses, they may choose to retrain into a new class more suited to their new form. If they do so, they lose 1 level from their previous class, and gain it as the first level of their new class. Each time they gain a level in their new class, they will lose a level in their old class, until their old class dwindles to level 0 and disappears. Newly or formerly multi-class characters always track this based on their highest level; a former 4/8 half-orc cleric/thief turned human fighter would become a 1st level fighter, 4/7 cleric/thief; then a 2nd level fighter, 4/6; then a 3rd level fighter and 4/5, and so on. When they advanced to 5th level fighter, they would become a 3/3 thief/cleric. At 8th level, the last of their thief and cleric abilities would disappear. If the new class is a multiclass, then level debits for old classes track according to the highest of the new classes. If a newly minted human chooses to dual-class, then class abilities from a previous incarnation are counted as abilities of the first class, and restricted as such. 

Hit points, saving throws, and combat are calculated off the most advantageous of a character’s available classes; the HP of the new class should be tracked separately, and it is used when it surpasses that of the old class. If someone with an 18 Strength enters into a fighter or warrior class, then they gain the advantage of Exceptional strength; if they leave all fighter or warrior classes behind, then their exceptional strength disappears in their new form. If someone with a 17 or higher Constitution enters a fighter or warrior class, then only the new class (or class combination) gains the benefit of higher hit points from each hit die. If a former fighter or warrior had a 17 or higher constitution, then their new HP gains are limited to a +2 per hit die gain, as with others who are not fighters or warriors.

Polymorph and Reincarnation
Reincarnation sets a new “base form” for the character, but there are many magics that allow one to change form. However, this does not change that a Reincarnated individual is now part of a new race... a former human polymorphed into a human is still a former human in an odd shape. Should they fail the check to "assume" a human persona upon being polymorphed, it will result in their reincarnated nature fading from their mind... perhaps only to be brought into stark reminder once they fail a dispel magic.
As mentioned above, Druids who are 7th level and above subject to reincarnation are able to return to their original form without problem, though it does cost them their mammal shape for the day, and their reincarnated form remains their base form.

Reincarnation and Psionic Powers
Unless reincarnated into a form that always has psionics, or a member of a class which provides psionic powers, reincarnated individuals lose any psionic powers they may have had before their reincarnation; while a function of the mind, the radically different brain makes any such ability at least temporarily inaccessible. If the character pursues psionic ability again, however, they receive an additional bonus of 1 per minor discipline, 2 per attack or defense mode, and 3 per major discipline they previously possessed. If the new form has psionics, then those same bonuses for previous psionic powers apply to rolls for number of psionic attack modes, defense modes, and number of disciplines.

Using the Reincarnation Table
The reincarnation table requires a d100 roll, plus the character’s special Personality score. The Personality score is the character’s (current highest level) + (Intelligence) + (Charisma); unlike the personality score used when resisting intelligent magic items, this score is not decreased due to a loss of hit points, since the subject of reincarnation typically has 0. If the subject’s alignment is identical to the caster’s, then the subject gains a +10 on the roll. If their alignment is 1 step removed from the caster’s (True neutral to Neutral Good or Neutral Evil, for example), then the roll is made without alignment modification. For each subsequent step removed from the caster’s alignment, there is a 10 point penalty on the roll.

Comparing this sum to the table, the character then receives a form based on their alignment; the caster chooses the form associated with either aspect of the subject’s alignment, or may choose to cede that choice to the subject.


D100 RollNeutralGoodEvilLawfulChaotic
<31BadgerDog, WildRatSheepCat
31-35WolfDog, WarSnake, AspCattleHyena
36-43Stag/DeerDraft HorseWolverineWarhorseCamel
44-46Black BearAurochsGiant HyenaGiant AntBoar
47-54Giant OwlPegasusGiant ScorpionLionTiger
55-59GriffonBlink DogPerytonManticoreThri-kreen
60-73HumanHalflingGoblinKoboldGnoll
74-79HumanGnomeOrcHobgoblinHalf-elf
80-85HumanDwarfBugbearDwarfElf
86-92Dryad/SatyrCentaurMinotaurBrownieOgre
93-99PixieTreantMedusa/ MaedarSheduTroll
100+NymphUnicornOgre MageLamassuLamia
Modifiers:Add the character's special personality strength, which is their Level + Intelligence + Charisma. If Intelligence or Charisma was lowered to account for racial maximums, use the higher, initial, value. This personality strength is not lowered for Hit Point damage (since the subject of reincarnation is always dead).

The Revised Specialist

Specialist wizards in 2e are derided as being kind of bland; their spell list is essentially a mage's spell list, but with less variety, and a bonus spell slot. While they're markedly better at their specialty than others, and choosing the right specialty can result in a more potent wizard (the bonus spell really helps), they're, overall, kind of uninspired, and, aside from the bonus spell, not terribly different from playing a straight mage who just so happens to never get spells from certain schools.

So, I have a proposal to change them. I've mentioned it several times as an option, but wanted to solidify the ideas, and solicit feedback on how to tweak it to a good point.

***

Specialist wizards are those wizards who have chosen to concentrate on a single school of magic, to the detriment of one or more other schools. While not completely incompetent at those other schools, they are markedly less able than a generalist might be. When considered from standard mages, Specialists have several changes.

Benefits
1) All spells of their chosen school are counted as one level lower, thus easier to learn and cast. For example, a conjurer may choose to learn Melf's Acid Arrow as a 1st level spell. If the game has the equivalent of "10th level spells", then specialists may learn and cast those spells when they receive 9th level spell slots, provided they meet the other requirements of those spells in that setting.
2) They have a bonus spell slot to be filled with a single spell of their specialty from what is now "0th level". That same Conjurer may choose to memorize Armor in their 0th level slot. If they devote a 1st level slot to 0th level spells, they may memorize two spells in that single slot.
3) For purposes of their specialty school, their intelligence is counted as two points higher. This affects chance to learn spells, maximum number of spells known, and maximum spell level. If using a system which grants additional spells or spell points based upon Intelligence, this benefit likewise applies only to spells of their school.
4) Whenever a new spell level is achieved, may choose 1 common spell of their specialty. If the game allows a free spell to be learned at every level, this is an additional spell, acquired only at a new spell level.

Hindrances
1) As outlined in the Player's Handbook, being a specialist has higher attribute requirements.
2)All spells of their opposition schools are counted as two levels higher. Thus, the aforementioned Conjurer might learn Melf's Acid Arrow as a 1st level spell, but would be unable to learn Magic Missile, an Evocation spell, until 5th level, as it would be considered a 3rd level spell for a conjurer. Spells that are partially opposition spells are counted as being of the opposition school, unless they are also part of the specialty school, in which case the specialty school trumps the opposition school.
3) For the purposes of opposition schools, their intelligence is considered two points lower. This affects their ability to learn spells, the maximum number of spells known, and the maximum spell level. If the specialist has an intelligence of 9 or 10, this will prohibit learning spells of their opposition schools.
4) If the game allows a free spell to be learned at every level, it cannot be of one of the opposition schools; they may still learn them (with their lower effective intelligence).

By way of example, consider Marco, a 5th level human Conjurer. He has a 15 Constitution (required of a conjurer) and a 15 Intelligence. For Conjuration spells, his effective intelligence is 17, so his maximum spell level is 8th, with a 75% chance to learn spells, and capable of learning up to 14 spells per spell level. Since he can learn 8th level spells, and being a Conjurer drops the effective level of Conjuration spells by 1, he will be able to learn any Conjuration/Summoning spell in the Player's Handbook. For Invocation/Evocation and Greater Divination, his effective intelligence is only 13; no more than 6th level spells (which would be 4th level spells to a generalist), 55% chance to learn spells, and no more than 9 spells. For all other magics, he has a 15 intelligence... 7th level spells, 65% chance to learn, and 11 spells per level, maximum. This means that no more than 9 spells from each level can be greater divination and invocation/evocation, and 11 spells, total, that are not Conjuration/Summoning. Above his 11 spells of other schools, he can have 3 spells of Conjuration/Summoning... he may choose to have 14 Conjuration/Summoning spells, or up to 11 of other schools, and 3 Conjuration/Summoning.

As a 5th level wizard, he has 3 1st level spells, 2 2nd level spells, and 1 3rd level spell memorized, plus a bonus "0th level" Conjuration spell. His spellbook may look like this.

0th level: Armor, Find Familiar, Grease, Mount
1st Level: Glitterdust, Melf's Acid Arrow, Summon Swarm, Protection from Evil, Color Spray, Comprehend Languages, Friends, Charm Person, Change Self, Detect Magic, Read Magic, Chill Touch, Spook, Sleep (14 spells total, but 3 are Conjuration/Summoning, so are within the 14 spells per level maximum of his effective 17 intelligence; no spells are Invocation/Evocations, as they are counted as 2nd level spells)
2nd Level: Monster Summoning I, Flame Arrow, Continual Light, Deeppockets, Levitate, Ray of Enfeeblement, Mirror Image, Blur, Spectral Hand
3rd Level: Evard's Black Tentacles, Dispel Magic, Protection from Evil 10' Radius, Fly, Stinking Cloud, Hold Undead, Magic Missile, Shield (Magic Missile and Shield remain worthwhile learns, even at 2nd level)

He might memorize something like:

0th - Grease
1st - Armor, Mount, Melf's Acid Arrow, Detect Magic (he can memorize two 0th level Conjurations in a single 1st level slot, in addition to his bonus 0th level spell)
2nd - Monster Summoning 1, Mirror Image
3rd - Evard's Black Tentacles