Friday, December 26, 2025

The Cycle: Intermission — My Personal History with D&D

 Before the Cycle moves forward, I want to take a moment to share how I first met D&D.

In the Fall of 1976, I was 14 years old. I lived on the navy base in Millington, TN. My best friend, John, and I played some Avalon Hill strategy games, Tobruk and Panzer Leader, mostly. At school I had been seeing people walking around with copies of The Sword of Shannara and Lord of the Rings. I didn’t know what they were, but the covers definitely caught my attention – and my imagination. I had also seen guys talking over things drawn on graph paper and rolling dice. I overheard a conversation with a dragon. I couldn’t make sense of it, but I was fascinated.

One Saturday John came to my house, very excited. He told me to come with him, that there was something going on at the community center and he wanted me to see it. I didn’t know that John had already sat in on a session. Obviously, it was D&D, but not just any D&D. It was the so-called LBB (Little Brown Books) D&D. By this time the first three supplements were in circulation as well. I was hooked.

In those days, $10 was a princely sum for a 14-year-old, so the boxed set of the first three books were out of the question. Copying was in its infancy, scarce and expensive, so John took it upon himself to hand copy the first three booklets. Somehow we acquired a photocopy of Supplement I, Greyhawk, and parts of Supplement III, Eldritch Wizardry. After that, almost all of our time was spent playing.

I have so many fond memories of D&D. I’ve played every major edition at least once. I eventually scored the boxed set, as well as Holmes basic. D&D taught me basic arithmetic to a high degree. I learned how to count the pips on a handful of d6s at a glance. I made enduring friendships and lasting memories. This “game” has been my constant companion through every up and down I’ve found my way into. Through its lens I’ve come to understand things that may still evade me had I not had it.

My beloved game, my steadfast friend, has changed so much since it first entered the world. Almost immediately, it began to be forcibly morphed into something it wasn’t meant to be. Its combat system was abstract, and never intended to be a realistic combat simulator. Yet beginning with Greyhawk, that was the very role it was forced into. Unfortunately, every change made in support of that goal, in search of “realistic combat”, required multiple rules to prop it up. The cruft grew exponentially throughout the system, and by the time of AD&D, the game I cut my teeth on was buried. Buried, but not dead.

Supplement after supplement, edition after edition, moved D&D further away from its simple, yet profound philosophy. I don’t fault the luminaries that brought it to life. They were answering public demand and corporate realities. In fact, I’m not even sure they fully comprehended the lightning they had captured. Yet, they did bolt system after system onto the simple chassis. As each new system burdened the elegant engine, they sought to remedy the burden by more systems. Every abandonment of a simple truth required yet another “fix”. A myriad of classes, combat rules, and alterations to the magic system came and went. My beloved game, my friend, had become an artifact, a historical curiosity. It was something to look at and marvel, “How did this mess ever become successful?”

I intend to rectify that by stripping away decades of accumulated cruft — not by writing yet another fantasy heartbreaker or retroclone, but by revealing the original philosophy implied by the rules themselves. Only the rules from the first three booklets, Men & Magic, Monsters & Treasure, and Underworld & Wilderness Adventures will be considered. There may not have been a guiding philosophy while the rules were being hashed out, but an implied philosophy is revealed in hindsight. It is a philosophy that is at once robust yet graceful, implied but existential. More than all that, though, it is worthy. It is worthy of respect, not only as an artifact or historical oddity. It is worthy as a game. It’s not broken, flawed, simplistic, or incomplete in its systems. It’s worth playing, on its own strengths, of which there are many.

The Cycle: Movements IV-VI

 

Movement IV: The Fighting‑Man — Mastery as Design

Thesis

The Fighting‑Man is the foundational class of OD&D, expressing the game’s core assumptions about risk, physical confrontation, and human capability. His progression reflects OD&D’s wargaming heritage, where martial effectiveness derives from the individual rather than from equipment or abstraction. The Fighting‑Man clarifies how OD&D models combat, leadership, and the limits of human mastery through its mechanics.


Historical Context

The Fighting‑Man descends directly from the medieval miniatures rules that preceded OD&D, particularly Chainmail. In these systems, the fighting figure served as the baseline combatant — the reference point against which all other units were measured. OD&D preserves this lineage. The Fighting‑Man’s hit dice, attack progression, and ability to employ all weapons and armor reflect a design grounded in the assumptions of mass combat.

The original 1974 rules reinforce this through a deliberate symmetry between hit dice and weapon damage: all weapons deal 1d6 damage, the same die used to measure the Fighting‑Man’s increasing durability. This is not an oversight but an expression of design intent. By equalizing weapon damage and tying both offense and resilience to the same basic unit, OD&D centers the Fighting‑Man’s effectiveness on his hit dice, attack matrices, and survivability rather than on equipment optimization. The class is defined by personal capability, not by technological advantage.


Interpretation

The Fighting‑Man’s mechanics articulate a worldview in which martial success is a function of individual resilience, training, and willingness to confront danger directly. His hit dice progression is the most robust in the game, reflecting the assumption that physical mastery is measurable and finite. His attack progression improves steadily, reinforcing his role as the party’s primary combatant.

Two subsystems further clarify his intended identity.

First, morale.
OD&D’s morale rules assume that the Fighting‑Man is the stabilizing presence in moments of danger. Retainers, hirelings, and allied troops respond to his leadership. When morale is ignored, the Fighting‑Man’s role as a battlefield leader collapses, and the game loses a key expression of its wargaming heritage.

Second, intelligent swords.
Only Fighting‑Men may use swords of any type, including intelligent ones. These items — the most common and most detailed magic items in the 1974 rules — provide detection abilities, communication, and special powers that later editions farmed out to thieves and hybrid classes. Their utility was intended to make the fighting-man a well rounded adventurer, a renaissance man. The class’s XP requirements were written with this access in mind. When intelligent swords are marginalized or omitted, the Fighting‑Man loses a significant portion of his intended capability, and the player pays an XP cost for benefits the referee has effectively removed. This omission is a significant factor in the drift that later produced additional classes and subsystems to fill the "gap".

Together, these elements reveal the consequences of misreading the class. When weapon symmetry is discarded, morale is ignored, or intelligent swords are treated as rare flavor pieces, the Fighting‑Man’s role is reduced to numerical efficiency. The class loses its intended depth, and OD&D’s portrayal of martial capability becomes narrower and less coherent. The Fighting-Man becomes boring and a plethora of rules rush in the rectify the problem.


Reframing

To understand OD&D on its own terms, we must recognize that the Fighting‑Man is not a modern “damage dealer” or tactical specialist. He is the class that embodies the game’s foundational assumptions about combat and leadership. His mechanics express a design philosophy in which physical confrontation is central, equipment is secondary, and the presence of a capable leader shapes the behavior of allies.

The Fighting‑Man clarifies OD&D’s understanding of mastery: it is personal, measurable, and bounded. His progression defines the limits of human capability within the system, and his interactions with morale and intelligent swords reveal how the game models authority, utility, and consequence. To ignore these elements is to misunderstand the class and to sever OD&D from the wargaming principles that shaped its design.


Movement V: The Magic‑User — Power as Design

Thesis

The Magic‑User represents OD&D’s most extreme expression of deferred capability. His progression is built on scarcity, fragility, and the exponential growth that comes from accumulating arcane knowledge. The class clarifies OD&D’s assumptions about risk, resource management, and the long arc of power. His design is not about tactical spellcasting in the modern sense, but about the consequences of limited, high‑impact magical exertions within an exploration‑driven game.


Historical Context

The Magic‑User’s mechanics derive from two primary sources: Chainmail’s fantasy supplement and Jack Vance’s Dying Earth stories. From Chainmail comes the idea that magic is powerful but unreliable, capable of turning battles but not dominating them. From Vance comes the structure of spells as discrete, exhaustible formulae that must be prepared in advance and vanish from memory when cast.

OD&D preserves these assumptions. Spellbooks, scrolls, and spell acquisition rules emphasize rarity and uncertainty. The XP table reflects a class whose early levels are intentionally slow and dangerous, with meaningful power arriving only after significant investment. The Magic‑User’s fragility is not a flaw but a design choice: the class is built around the tension between extreme vulnerability and the potential for overwhelming influence.


Interpretation

The Magic‑User’s mechanics express a design philosophy in which magical power is scarce, costly, and transformative. His early levels are defined by risk: a single spell, minimal hit points, and limited equipment. This scarcity is intentional. OD&D assumes that the Magic‑User will rely on caution and creativity, wile and savvy, and party support, until his spell repertoire grows.

The Vancian system reinforces this worldview. Spells are not renewable resources but singular exertions. Preparing the same spell multiple times is technically permissible but reflects a later, gamist interpretation rather than the assumptions of 1974. In OD&D, spells are discrete tools, each with a specific purpose, and the class’s identity is built around choosing the correct tool in the right moment to achieve best effect.

The XP table and hit dice progression clarify the intended arc. The Magic‑User begins as the weakest character in the game but accelerates rapidly once he gains access to higher‑level spells. This exponential curve is the class’s defining feature. His power is not incremental but stepwise, tied to the acquisition of new spell levels and the expansion of his spellbook.

When these assumptions are ignored — when spells are abundant, when spellbooks are trivial to expand, or when preparation is treated as a tactical convenience rather than a strategic constraint — the class loses its intended shape. Modern assumptions such as cantrips, at‑will casting, and freely renewable spell slots further erode the class’s intended reliance on a scarce resource, replacing OD&D’s high‑risk, high‑impact magic with a continuous, low‑cost resource model the original rules never assumed. The Magic‑User becomes a modern spellcaster rather than a figure defined by scarcity, risk, and long‑term investment.

At 11th level, the Magic‑User becomes a Wizard — a title that marks a shift in expected play. Unlike the Fighting‑Man or Cleric, whose endgames involve physical or institutional domains, the Magic‑User’s late game assumes the establishment of a tower, the recruitment of apprentices, and the pursuit of magical research. His progression reflects a design in which knowledge, not territory or hierarchy, defines the endgame.


Reframing

To understand OD&D on its own terms, we must recognize that the Magic‑User is not a flexible spellcaster or ranged damage specialist. He is the class that embodies the game’s assumptions about limited resources and exponential growth. His fragility is the cost of his future power. His slow early advancement is the price of eventual dominance. His late‑game identity is built around research, apprentices, and the accumulation of rare knowledge.

The Magic‑User clarifies OD&D’s understanding of magical power: it is rare, dangerous, and transformative. His progression defines the long arc of capability within the system, and his reliance on scarcity and preparation reveals how the game models risk and reward. To ignore these elements is to misunderstand the class and to sever OD&D from the literary and mechanical principles that shaped its design.


Movement VI: The Cleric — Faith as Foundation

Thesis

The Cleric embodies OD&D’s assumptions about risk mitigation, party stability, and the management of attrition. His design is not rooted in theology or narrative identity but in the practical needs of an exploration‑driven game. The Cleric’s progression clarifies OD&D’s approach to healing, undead control, and the balance between martial and magical capability. His mechanics reveal a class built to stabilize the party’s survival curve without overshadowing the Fighting‑Man or the Magic‑User.


Historical Context

The Cleric’s origins lie in the early Blackmoor and Greyhawk campaigns, where the need for a character who could counter undead threats and provide limited healing became apparent. The class draws from pulp archetypes such as Van Helsing and medieval warrior‑priests rather than from later high‑fantasy depictions of miracle‑workers.

OD&D’s 1974 rules reflect this lineage. The Cleric begins with no spells at first level, reinforcing his identity as a combatant and support figure rather than a primary spellcaster. His spell list is narrower and more utilitarian than the Magic‑User’s, emphasizing restoration, protection, and situational utility. His ability to turn undead is not a narrative flourish but a mechanical response to the prevalence of undead in early dungeon play.

The Cleric’s XP table and hit dice progression place him between the Fighting‑Man and the Magic‑User, reflecting his hybrid role. He is durable enough to stand on the front line when needed, but his true value lies in mitigating the long‑term risks inherent in OD&D’s exploration model.


Interpretation

The Cleric’s mechanics express a design philosophy in which survival is a resource to be managed. His spellcasting is structured around restoring lost capability rather than generating new offensive power. Healing spells are limited, costly, and insufficient to erase the consequences of poor planning. This scarcity reinforces OD&D’s emphasis on caution, logistics, and retreat.

The absence of spells at first level is a critical design choice. It prevents the Cleric from overshadowing the Fighting‑Man in early combat and reinforces the class’s identity as a support figure whose magical capabilities emerge gradually. When modern assumptions introduce at‑will healing, abundant spell slots, or early access to restorative magic, the Cleric’s intended role collapses. The class becomes tactical with on-demand battlefield healing, rather than a strategic resource.

Undead never check morale in OD&D, which means the Cleric is the only class capable of driving them off. Turning functions as a parallel to the Fighting‑Man’s influence over living hostile troops, giving the Cleric a unique form of battlefield control. This design reinforces the Cleric’s role as a specialist countermeasure rather than a generalist spellcaster.

The Cleric’s spell list further clarifies his intended identity. His magic is practical, situational, and often preventative. It reinforces the game’s emphasis on exploration hazards, environmental threats, and long‑term resource management. When spell lists are expanded to include broad utility, offensive magic, or continuous healing, the Cleric drifts toward a generalist caster rather than a stabilizing specialist.


Reframing

To understand OD&D on its own terms, we must recognize that the Cleric is not a healer in the modern sense, nor a divine spellcaster defined by narrative theology. He is the class that embodies the game’s assumptions about attrition, risk mitigation, and the management of long‑term survival. His progression clarifies OD&D’s understanding of magical support: it is limited, costly, and strategically deployed.

The Cleric stabilizes the party without eliminating danger. His turning ability shapes the game’s treatment of undead. His spellcasting reinforces the importance of preparation and caution. His durability allows him to support the Fighting‑Man without replacing him. To ignore these elements is to misunderstand the class and to sever OD&D from the practical, exploration‑driven principles that shaped its design.


 

Sunday, December 21, 2025

The Cycle: Movements I-III

Movement I: The Endgame — The Forgotten Heart of OD&D

Thesis

OD&D is fundamentally a game about human aspiration in a hostile world, where the endgame of establishing a dominion is not only a reward, but the culmination of the intended arc of play.

Historical Context

The early 1970s were marked by instability — political scandal, economic uncertainty, the end of the Vietnam War, and the pervasive anxiety of the Cold War. In this environment, the creation of OD&D can be understood as an imaginative response to a world that felt unpredictable and indifferent. The 1974 rules assume a landscape in which civilization is sparse and fragile. The recommended wilderness map, drawn from Outdoor Survival, depicts a world defined by scarcity and danger: vast forests, impassable mountains, treacherous swamps, and only a few isolated strongholds of safety. Characters are expected to rise to “name level,” establish dominions, attract followers, and impose order on the wilderness. These expectations are not peripheral; they are embedded in the advancement tables, construction rules, and encounter structures. OD&D emerges from a cultural moment in which the desire to carve out stability from chaos was not merely a fantasy, but a reflection of the anxieties of the time.

Interpretation

This design reflects a worldview in which fear, scarcity, ambition, safety, legacy, and naked audacity define the human condition. Characters begin fragile and exposed, with minimal resources and no guarantees of survival. Yet, with uninformed courage and raw ambition, they venture forth. Their early expeditions into the underworld are not heroic epics but desperate attempts to secure enough treasure to continue living. The wilderness is not a backdrop; it is the primary antagonist — indifferent, dangerous, and vast. The underworld is not merely a location; it is the embodiment of unknown danger, a crucible in which audacity is tested and rewarded. Progress in OD&D is not measured by the accumulation of abilities, but by the gradual wresting of safety from an uncaring world.

Reframing

To understand OD&D on its own terms, we must recognize that the endgame is not an optional mode of play or a vestigial remnant of wargaming. It is the philosophical center of the system — the point toward which every rule bends. The journey from fragile adventurer to established ruler is not a side path; it is the intended arc of play. When characters establish dominions, attract followers, and impose order on the wilderness, they complete the cycle the game was designed to express. To ignore the endgame is to misunderstand OD&D’s purpose and to sever the game from its original vision of human aspiration in the face of unknown danger.


Movement II: Class as Result Engine

Thesis

In OD&D, character classes are not collections of abilities, bonuses, feats, and talents. They are engines designed to produce specific results in the world. Each class expresses a distinct mode of engagement with danger, scarcity, and aspiration, shaping the trajectory of play through the outcomes it is built to generate.

Historical Context

The classes of OD&D emerged from a wargaming tradition in which units were defined by their battlefield roles and the results they could reliably produce. The Fighting Man, Magic User, and Cleric were not conceived as narrative archetypes but as functional responses to the challenges of the underworld and wilderness. Their abilities were sparse, their mechanics minimal, and their identities rooted in what they enabled players to accomplish: holding the line, reshaping reality, or sustaining the party through peril. Early play reports and the 1974 rules themselves reveal a design philosophy in which classes were tools for interacting with a hostile world, not expressions of character concept or personal style. First and foremost, the classes were vehicles of ambition — the means by which characters carved out security in a dangerous world, whether by blade, by spell, or by piety.

Interpretation

In OD&D, a class is defined not by the abilities it possesses but by the problems it is built to solve. Each class embodies a distinct strategy for confronting a world shaped by danger, scarcity, and uncertainty. The Fighting Man answers the brutality of the underworld with inevitability and violence, serving as the party’s anchor against the physical threats and terrors that would otherwise overwhelm them. The Magic User confronts the unknown through volatility and transformation, wielding limited but reality‑altering power that can reshape encounters or circumvent danger entirely. The Cleric stands between these extremes, offering stability, resilience, and the capacity to endure the attrition of repeated expeditions. These roles are not narrative archetypes but functional responses to a hostile environment. The classes exist because the world demands them; they are the means by which characters impose their will on an indifferent landscape. In this sense, each class is a philosophy of survival — a chosen method for carving out safety, asserting agency, and advancing ambition in a world that offers none freely.

Reframing

To understand OD&D on its own terms, we must set aside the modern assumption that classes are defined by the abilities they accumulate. In contemporary design, a class is often treated as a menu of options — a curated identity built from feats, talents, bonuses, and bespoke mechanics. This perspective obscures the original purpose of class in OD&D. In 1974, a class was not a personal expression but a functional commitment: a declaration of how a character intended to confront the dangers of the underworld and wilderness. The Fighting Man promised inevitability and violence; the Magic User promised volatility and transformation; the Cleric promised resilience and endurance. These were not aesthetic choices but strategic ones, each shaping the party’s capacity to survive and advance. When we reduce classes to bundles of abilities, we sever them from the world that demanded their existence. OD&D’s classes are result engines — tools for imposing order on a hostile landscape — and only by restoring this functional understanding can we grasp the game’s original vision of ambition and audacity in the face of danger, in the pursuit of hard‑won safety. OD&D classes are not about what they can do, but about what they can accomplish.

Movement III: Procedure as Worldview

Thesis.

In OD&D, procedures are not optional guidelines but the primary means by which the world asserts itself. The turn structure, encounter checks, movement rates, and resource clocks are expressions of the game’s worldview, defining danger, scarcity, and the cost of ambition.

Historical Context.

OD&D’s procedures emerged directly from the wargaming culture that preceded it, a tradition in which structure was not decoration but the means by which a world operated. In the early 1970s, dungeon expeditions were conducted with a rigor inherited from miniatures campaigns: time was tracked, movement was measured, torches burned down, and encounters were checked with mechanical regularity. These procedures were not abstractions; they were the machinery that made the underworld dangerous and the wilderness vast. The turn structure, encounter frequency, and resource depletion rules found in the 1974 booklets reflect this lineage. They assume a world in which danger is constant, time itself is a precious resource to be marshalled, and every action carries a cost. Early play reports reinforce this understanding: the dungeon was not a narrative stage but a procedural engine, a living, hostile environment whose rhythms and pressures were defined by the rules themselves. In this context, procedure was not optional guidance — it was the world demanding attention. And respect.

Interpretation.

In OD&D, procedures are not neutral mechanisms but the means by which the world exerts pressure on the characters. Every turn, torch, ration, and encounter check is a reminder that the environment is not passive; it is active, hostile, and unyielding. The dungeon does not wait for the players to act — it advances, depletes, and threatens with mechanical inevitability. The world is indifferent, sometimes cruelly so, its dangers emerging not from narrative intent but from the impartial machinery of random generation. Time is not an abstract measure but a resource that drains with every decision, forcing characters to confront the cost of their ambition. Movement rates, encumbrance, and resource clocks are not bookkeeping chores; they are expressions of the world’s indifference, the friction that gives danger its weight. In this framework, procedure becomes ontology: the rules do not describe the world, they are the world. The rhythms of exploration, the cadence of encounters, and the steady erosion of resources define the lived experience of play. OD&D’s procedures transform the dungeon from a narrative backdrop into a living engine of consequence, one that shapes every choice the players make. Through this machinery, the game asserts its worldview: survival is earned, safety is temporary, and ambition carries a measurable cost.

Reframing.

Modern design often treats procedures as optional tools — conveniences that can be loosened, ignored, or replaced without consequence. In many contemporary systems, the rules exist to support the story, and the story determines when the rules matter. OD&D reverses this relationship. In 1974, procedures were not narrative aids but the underlying physics of the world. The turn structure, encounter checks, and resource clocks were not suggestions for pacing but the mechanisms through which danger, scarcity, and consequence manifested. To ignore a procedure was to misrepresent the world itself, the ripples of which will flow outward. When later editions and modern games treat procedures as flexible or disposable, they sever the connection between action and consequence that defined early play. OD&D’s worldview depends on the friction created by time, distance, and depletion — the pressures that force players to make hard choices and accept real risk. Restoring this procedural foundation is not an act of nostalgia but of clarity. It allows us to see OD&D as it was designed: a game in which the world asserts itself through structure, and in which ambition is measured not by what characters attempt, but by what they survive.

Introducing the Cycle: A Restoration of OD&D’s Worldview

For years now, I’ve circled around the idea that OD&D deserves a clearer articulation than it has ever truly received. Not nostalgia, not retro‑cloning, not wistful recollection — but clarity. The 1974 game is often spoken about, often imitated, often invoked, but rarely examined on its own terms. Its worldview, its assumptions, its machinery, and its ambitions have been obscured by decades of reinterpretation.

This project — which I’m calling The Cycle — is my attempt to restore that clarity.

The Cycle is not a ruleset, nor is it a manifesto. At the risk of sounding immodest, it is a Symphony: a sequence of Movements, each exploring a foundational pillar of OD&D’s design philosophy, each building upon the last. My goal is simple: to articulate the game as it was built, not as it has been remembered in various OSR projects. To treat OD&D with the rigor it deserves, and to give language to the ideas that shaped its play long before the hobby had words for them.

These first three Movements form the opening arc:

  • Movement I: The World as Adversary
  • Movement II: Class as Result Engine
  • Movement III: Procedure as Worldview

Together, they establish the frame through which the rest of the Cycle will unfold — the world, the actors, and the machinery that binds them. Each Movement is written with academic discipline, but also with the mythic sensibility that OD&D quietly carried from its earliest days. Like the opening of a symphony, they introduce themes that will be developed, refracted, and deepened in later parts of the work.

I’m publishing these Movements not to elevate my own name, but to clarify OD&D’s. The game deserves to be understood with precision and respect, and if this work contributes even a small measure of that clarity, then it has done its job.

More Movements will follow in time. For now, I offer these first three as the foundation — the beginning of a larger restoration.



Wednesday, December 3, 2025

Revisiting an Old Idea

Honestly, I don't even know why I'm bringing this up. Some time back, like 12 or 13 years, I wrote this post about spell books in DCC. I still like the idea a lot. I wanted to rewrite it a little, maybe make it a little clearer. Hopefully.


One of the things that struck me about the magic system in DCC is the "mythos" of the spells. There are a finite number of "known" spells. They are jealously guarded, and simply knowing that a particular spell exists is a feat. Adding to that is the fact that each Wizard casts each spell in a manner completely unique to himself, through the Mercurial Magic subsystem. Furthermore, each time a spell is cast its effect and effectiveness are determined by the casting roll.

If I ever run a DCC campaign, I have an idea regarding Wizards I plan to put into play. Each wizard player will keep a "spellbook". When the game starts the player will have a full copy of the casting tables for each spell he knows. For spells uncovered and learned during play, he will have a blank sheet, bearing the name of the spell, and blank spaces for all the particulars of the spell. The wizard will have to cast the spell to learn its effects. Certain pieces of information will be known from a single casting. Range, Duration, Casting Time, Mercurial Magic effects will all be revealed by a single casting. Corruption and Misfire should be noted by the player as they occur. Likewise, the player should note the effects of the various casting rolls, as they occur.

For example, a wizard discovers a Sleep spell in a moldering tome. After much study and meditation, he has learned the basics of casting the spell. Yet, only taking it out of the lab and casting it under duress will truly reveal how the spell will behave for our erstwhile wizard. On his first use of the spell in a stressful situation, the player gets a total of 17 on his casting roll. The Judge tells the player the effect of the casting, and the player simply notes the roll. Later, during a break in the action, with the Judge's help, the player records the effect of a casting roll of 17 on his blank spell sheet. He also enters the range, duration, etc, along with the manifestation and mercurial effect. Corruption and misfire are left blank for now, since this casting was successful.

It should be emphasized that these spell sheets are living artifacts of the campaign. The wizard’s player is free to embellish them as imagination dictates—lab notes, marginalia, sketches, or stray observations are all encouraged. Odd smells, eerie sounds, minor mishaps, or fragments of arcane theory can be scrawled into the margins, transforming each page into a record of lived magical experience. In this way, a wizard’s “spell list” ceases to be a static chart tucked on the back of a character sheet. Instead, it becomes a sheaf of dangerous, wondrous pages—a testimony of power earned through risk and reward, scar and triumph.