Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Monday, January 26, 2015

More Cyclopean Ruins

I remembered this morning there was a supplement of weird spells. These seem like a pretty good fit for what I'm trying to shoot for here, but not necessarily a good fit for DCC. Obviously this idea is still in its infancy, with no way of knowing in which direction it will develop. Anyway . . .


Sunday, January 25, 2015

Spell Lists

So, I'm thinking. We have colleges of magic that provide a handy way to "channel" magic users onto a particular path to power. We have clerical domains which define a cleric's deific proclivities. Didn't spell lists do that back in the misty ages of yore? At least sort of.

Look at the Illusionist. I'm too lazy to go rooting about for more examples. If you read this blog, you already know. You may not agree with my assumptions, but you know that there are a multitude of unique spell lists fine-tuned for specific classes. I believe that spell lists were an early effort to "univeralize" at least one aspect of AD&D. Second edition took the colleges of magic established in 1st edition and used them as a tool for defining "subclasses" of magic users. It extended the concept to clerics with the notion of Domains.

Now, I want to make clear: I think it was a good direction. Unfortunately, the more one-size-fits-all a thing gets, the more likely it is to not fit quite right. There may be a certain group of spells that a class should be able to cast, but they belong in a category with spells that have no place in the class concept. Perhaps you want a class to have limited spell casting, not just categorically, but in absolute variety, as well. That is where individualized spell lists come in.

With individualized spell lists running hither and yon throughout a campaign, the question becomes "Can my magic user learn/use spells from a subclass' spell list?" My personal answer to that is "Sort of". My ruling would be that a character could learn from another's spell list if it is of a compatible type of casting, clerical or arcane. If that condition is met, then the character has to research the spell, essentially converting the spell into a format they can utilize. The character would receive a bonus to his research attempt should he have access to a spell book containing the spell, or expert instruction from a caster who knows the spell.

I'm thinking more and more about implementing limited spell lists for certain classes, or ones less limited but still unique, a la the illusionist. I'm not dead set against rangers or paladins having some spell-like abilities, I just feel more comfortable with the idea that they have a much narrower selection. In my mind it makes it easier to view them more as magical abilities, rather than spells. I hate to paint it this way, but I will: they are like Daily Powers. There, I said it.


Sunday, May 4, 2014

Spell Lists

This is something of an open question and solicitation of opinions.

A very common thing in older editions of D&D is specific spell lists for certain classes. Rangers and Paladins are prime examples. One thing I never really put too much thought into is the limitations of such a list. Does it mean that a spell casting class can only ever use spells on its class list? Maybe the spells on the list are the only ones that can be selected from freely, like when a level is gained. If that is the case, what about researching new spells? Could these be any spell the player wants?

I kind of think they should be limited to only what's on their lists, since a limited list seems to be a balance thing. But, it doesn't make much sense, really, from the character's perspective. If there was some sort of college of magic situation, then it makes more sense. Or maybe a source-of-power sort of thing.

This is pertinent because I am working on a spell using class for Delving Deeper. I want a limited spell list to be one of the balancing factors. So, from a DM perspective I wouldn't want a player of the class to go trying to research Fireball, which isn't on the list for the class. On the other hand, I can understand a player finding a scroll with Fireball on it and saying "I want to copy it into my spellbook", and being pissed if I said no, with no game-world reason for it.

I know this is post is a bit more disjointed than usual. I hope I made enough sense to get my question across so I can get some advice.

Sunday, October 20, 2013

Magic users and Magic

I have some thoughts on spellbooks, scrolls, and magic in general. These ideas are a mash-up from various sources, and my own thoughts on the subject. If I'm covering some old ground, please bear with me, I'm just trying to consolidate these ideas.

The driving force behind these ideas is my personal assumptions of how magic works in my campaigns. These house rules are designed to enforce the particular flavor I am attempting to achieve with magic and how it fits into the overall "experience" of being in the campaign setting.

Spellbooks and Scrolls

Only Magic users keep spellbooks. Cleric spells are more akin to divine abilities, rather than the written prayers implied in various iterations of the rules.
The spellbook may only contain a number of spells equal to the number the character may cast, plus one extra spell per level if the character's Intelligence is 15+.
Magic may not be cast directly from the spellbook. Spells must be prepared in order to be cast.
Scrolls may not be copied into spellbooks. Scrolls do not contain the necessary formula for preparing the spell. Scrolls essentially contain a prepared spell, along with a trigger.
The only ways to add spells to a spellbook are through copying from another spellbook and research. Remember, though, that a spellbook may only contain a limited number of spells (see above).

Casting

Spells may be "Readied", that is their casting almost complete, waiting only for their power to be loosed. Readied spells take effect earlier in the combat sequence than normal, occurring during the missile fire stage. Otherwise, the player must state the spell being cast during Declaration. Assuming the casting proceeds uninterrupted, such spells take effect on the character's initiative  point.

Sunday, April 7, 2013

Magical Efficacy

This idea can be used with any flavor of OD&D.

I've pontificated at length about options for fighters. I'm a fighter guy. However, I also desire some tactical flexibility for magic-users. Not only as a referee, but also as a player. Straight-up OD&D magic is fairly dull. The only tactical decisions to be made are which spells to memorize and which one to use in a given situation. Pretty static choices, with little room for "seat of the pants" magic. Here is a propositionto allow a little more "situational thinking" to enter into things.

The idea is really simple. If a magic-user has memorized the same spell twice, he can cast the spell double. That is, he uses both memorizations of the spell in a single casting. The results are thus:

  • Range/Duration/Area of Effect/Number Affected are all increased by 50%
  • Damage is increased by +1 per spell level
  • Saving Throw is made at -2
If a given spell does not have a particular listed above, then, obviously, there is no benefit to that parameter. In other words, a spell that is Instantaneous doesn't suddenly have a duration, or one with a range of Touch can't suddenly be hurled across the room.

At first glance this may seem over-powered, modifying all the parameters. I haven't playtested this idea, but I don't think it will prove overpowered for a couple of reason:
  • Very few OD&D spells have all of the parameters listed, so it will be a truly rare occurrence that all of the modifiers will be in effect.
  • There is an inherent synergy in OD&D that will cause on to carefully consider double-casting. Think about wanting to hurl a doubled Fireball so you can ramp up the damage. The blast radius also increases, though, so you have to carefully consider the volume of space you're in and the proximity of allies. Also consider that any allies that do get caught in the blast will be saving at -2.
  • There is also . . .
The Risk

A wise man once said "Pimpin' ain't easy" and neither is commanding the fickle forces of magic. If a caster wishes to double-cast, the player must make a d20 roll. He must roll under his current level + INT bonus. This roll is modified by adding the spell's level. For example:
An 8th level magic-user, with an INT 16, wishes to double-cast the ubiquitous Fireball. He must roll 6 or less (8 (Caster level) + 1 (INT bonus) - 3 (Spell Level) on d20.
If the roll is failed, the spell is still cast. The hazard is that in releasing that much magical energy in a single burst, the caster will be injured. If the roll is failed, the caster suffers damage equal to the d20 roll minus what was needed, divided by 2 (round up).
Let's suppose the caster from our example had rolled a 13. The spell still goes off, but he is injured during the casting. He will suffer 4 points of damage (13 (d20 roll) - 6 (target number) = 7 divided by 2 = 3.5 (round up)).
And there you have it. An on-the-fly tactical option that makes magic users a little more unpredictable and dangerous, but not without potential consequences.

Wednesday, December 26, 2012

Spellbooks in DCC


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. Add to that the fact that each Wizard casts each spell in a manner completely unique to himself, through the Mercurial Magic subsystem. There is also the fact that each time a spell is cast its effect and effectiveness is determined by the casting roll.

If I ever am able to run a DCC campaign, I have an idea regarding Wizards I plan to put into play.

My players will only have access to the casting tables for spells they begin the game with. Spells they gain once the campaign begins, they will need to keep notes on. I envision that each time a spell is cast the wizard's player will note the casting roll and effect. Ideally, these notes will be kept in a notebook of some sort, which will become the "spellbook". Eventually the player will have a complete grasp of what range of effects he can expect when this spell is used.

I don't know if this will work in play as well as I like the look of it on paper. If it does, though, it seems like a very cool way to really engage the player with his character.


Sunday, December 23, 2012

Toil and Trouble


On page 314, under the heading General Principles of Wizard Spells, you will find the following quote:
Simply learning that a spell exists is a great accomplishment . . .
That simple sentence has captivated me. Elsewhere in the rules it is stated that there is a finite number of known spells. I'm not sure if spell research is permitted by the rules. It is my understanding (based on my woefully incomplete reading) that spells are "given" by powers beyond the kin of the masses, and that this is the way to gain them. If that is correct, then not only is it an intriguing assumption, it definitely means that a count of "spells known to exist" is conceivable.

At any rate, there are very interesting rules for Wizards learning of spells, in order that they may actually learn them and study them. I think that is a completely awesome idea. Upon attaining each level  a Wizard has the opportunity to learn a new spell. This is not simply a matter of the player perusing the spell lists and saying "I'll take this one". During the course of adventuring at the previous level, the player must make the effort to learn of the existence of spells. In fact, this should be as common to the Wizard as seeking rumors of fabled blades of power is to the Warrior. The judge should, of course, concoct these rumors and have them sketched out. Any spells that the Wizard learns of are eligible to be chosen from to be learned at the next level. But it doesn't end there.

If the Wizard knows of the spell through a tome or some other actual record of the spell, he must expend a certain amount of time and make a roll. If successful, the ordeal is over and he can cast the spell.

On the other hand, if he knows of the spell, but doesn't actually possess a "copy" of it, he must obtain such. It can be written, whispered from a demon's lips, or imparted in any creative way the judge can envision. In any event, it may take a quest of some nature to reach the source of the knowledge. There may also be a cost for acquiring the knowledge. Nobody said the path to magical power was smooth or easy.

If, by chance, no knowledge of a spell is discovered, there are tables to randomly determine certain particulars. There are three tables: Where Is the Knowledge Found, What Is the Cost of the Knowledge, and What Components Are Required. So, for example, I just rolled on the tables and discovered that the spell can be found in the purest drop of water, the price of knowledge of the spell is the Wizard wearing his hair in a topknot, in the custom of a sect of monks. Finally, a mother's love for her child is a required component for the spell to function. Of course, it falls on the judge to weave these random elements into something adventurous.

DCC is rife with tables such as these, but it should be remembered that the tables given are more like examples than holy writ. It would be a simple, and fun, matter to develop other results for these categories.

Friday, July 27, 2012

A Wacky Idea

Wacky, because compared to my other ideas, this one is pretty damn simple. My mind has wandered back to the LBBs, so that is what this is for, but usable with anything D&Dish.

A Magic-user can cast spells in two basic ways:

  1. From a scroll or spellbook, which results in the destruction of the scroll/spellbook entry
  2. From memory
As I recall, there are no set rules for how long it actually takes to memorize spells in OD&D, but we pretty much go with the 15 minutes per spell level formula. So, scrolls notwithstanding, if you find yourself needing to cast a spell you don't have memorized, your choices are to take the time to memorize it (IF the referee allows it based on how long since you last rested) or you can cast it direct from the spellbook, but lose the spell. I have another idea.

The Magic-user can "ritual cast" direct from the spellbook, without losing the spell. It takes 1 minute per spell level (I use the 10-second combat round, adjust that casting time to best suit your combat round). Casting in this way still uses a spell slot of the appropriate level, so if you suddenly feel the need to cast Light but have already used all your 1st level spells, too bad.

Obviously, this is not something to be used in combat when you discover that your Fireballs are useless and what you really need is a Lightning Bolt. It does off the Magic-user a little versatility outside combat, though. In my estimation that helps keep the "mysterious wizard" from simply being artillery.

Thursday, July 12, 2012

A New Spin on Magic: Pt 3

An excellent point was brought up in comments on Pt 1, concerning Scribes banking a bunch of scrolls, presumably during downtime. I have thought about it and have some ideas. I want to put them in a new post, though, so the ideas, and comments on them, have their own "home".

Under this idea scrolls are two things: not cheap, and fragile.

Ink is Not Cheap


Encoding scrolls requires special ink. This is an abstract concept, which individual referees may make as detailed as desired. I intend to keep it fairly abstract, as I present it here. It costs 100 gp per level of spell for the ink. Anytime a Scribe is in a town or larger, he may purchase ink simply by player declaration. The player notes how many gold pieces were spent on ink, and that is that. Of course, ink may also be found as treasure, which could be significant at lower levels or further from civilization.

Scrolls Are Fragile


Scrolls may be carried in reasonably durable containers, but they are bulky and make getting the desired scroll in play more difficult. At best, a container could provide a saving throw bonus to any scrolls in it, based on hazard. Unprotected scrolls would be subject to destruction from the most basic of hazards, especially water. Rain, creek/river crossings, or even water based attacks targetting the Scribe (they're not hard to spot) can ruin exposed scrolls. Of course, fire spells disaster for scrolls, as does acid, or anything with that form of attack, such as green slime.

Oops, I Meant to Grab the Other One


Finally, a large number of scrolls will make it increasingly difficult to grab just the right one. Of course, this being old-school play, clever players will describe in detail how the scrolls are tabbed and organized. Yet, in the heat of the moment there should always be some chance of grabbing the wrong scroll. I think that's how it should be handled, too. Not with some sort of fixed amount of time to fish it out, but with a chance to grab the desired scroll. That can then be modified by how they're carried and organized.

Limit the Number of Spells per Scroll


This would be based on level. Say, something like the maximum number of levels spells they can put on one scroll is equal to their level? That keeps the other limits above in play, but isn't too restrictive. Besides, with the fragility of the medium, would a Scribe put too many spells on one scroll anyway? All your eggs in one basket and all that.

These are just some ideas to offset players taking a week or so of game time to craft a library of spells. I'd like to hear others.

And Another Thing


In a similar vein, I think beginning Scribe characters should be allowed to start with one scroll of each spell they know.

A new Spin on Magic Pt 2

Encoding Scrolls


Scribes may only encode a limited number of scrolls per day. Use the Number of Spells by Level, from Table 9: Magic-User Advancement (pg 13). It requires 30 minutes per spell level to encode the spells.
At lower levels the maximum number of spells per day obviously doesn't jive with how long it actually takes to encode the scroll. I apologize if this seems jarring. The plain truth is that if it is represented as taking the entire day to encode the spell slots available, then the class is screwed. It would take an entire day for a 1st level Scribe to encode a Sleep scroll, one turn to use it, then another day to encode another one. Yuck. The other side of it was to just make it a flat number of minutes per spell level and leave it at that. Scribes would be overpowered like that. The same 1st level Scribe could spend the same day encoding Sleep, except he would have a brace of Sleep scrolls at the end of the day. This is my compromise, which I narrate by saying that as the Scribe advances, his mental discipline and ability to concentrate and encode for longer periods of time.
By the way, the player can pretty much call the spells in his spellbook whatever he wants. As long as it is known that Silver Tongued Devil is actually Charm Person everybody will be happy.

Pronouncing Scrolls
This is pretty much the easy part.  Unless it is an invented spell, the spells are the same as in S&W Core. Some may not be particularly suited to scroll work, that is left to individual referees to determine. In any event, spells that are pronounced from scrolls have the same range, duration, etc. They are cast at the level of the Scribe who encoded them.

Other Considerations

  • Scribes may not cast spells directly from their spellbooks. The information in the book describes how to encapsulate magical power in a scroll. It is not actually a spell. Likewise, spells encoded to scrolls may not be transcribed into the Scribe's spellbook.
  • Scribes begin with 3 or 4 spells in their spellbooks. Any other spells must be acquired through play. They do not automatically add spells as they gain levels.
  • All other class information, such as HD, XP, and so forth, is identical to the Magic-User.


That's it for now. I'm sure you noticed that I didn't address clerical magic. I'm not sure how it fits into this paradigm. I'm thinking on it, though. I'm also thinking of something similar, except with potions. I've run into some potential issues with that one already, and it's still in the conceptual stages. I think it could be neat if I can work it out, though.

A New Spin on Magic Pt 1

First things first. This is not a "new" magic system. Been there, done that. It's a fun exercise, but this is different. I'm trying to describe a new way of looking at the mechanics. It's still the same system under the hood. I'm still using Spells Usable per Day, for example, just putting a different spin on it.

One more thing: this is written with Swords & Wizardry Core, 4th Printing in mind, although it is usable with any similar rules set.

Anyway, here goes . . .

Magic-users are called Scribes. Scribes know the ancient languages of magic, called the Eldritch Tongues, and use them to encode magical power and intent into scrolls.  This is the only way magic is practiced. Technically speaking, anyone who knows at least one of the Eldritch Tongues can write spells to scrolls (known as encoding), and cast spells written to scrolls (known as pronouncing). The reality of such an endeavor is an entirely different matter.

The Eldritch Tongues

The Eldritch Tongues are all dead languages. They are very difficult to learn due to their intricate nature. Many subtle nuances of inflection and tone are required to control magical energies. The written language required to communicate such intricacies demands the utmost dedication from one who would master it. Scribes sacrifice the youth of their lives to just such an undertaking. Mastery of the lost languages of magic is not for the dabbler or casual student.

Scribes may use their "Max. Number of Languages" (pg7) to select Eldritch Tongues. Their are eight Eldritch Tongues, so no Scribe will know them all without some form of magical aid. However, knowing only one is enough to encode scrolls, and pronounce any scroll encoded in the selected tongue. Knowing a variety of tongues is useful for pronouncing scrolls discovered in musty libraries and lost temples. Such broad knowledge gives the scribe versatility.


Other classes may select one Eldritch Tongue at character creation. It requires four of their available language slots to do so. Such a character may pronounce any scroll encoded in the tongue they know. They may also encode scrolls in their chosen tongue, however time and material costs are both doubled. It is worth noting that locating spells to encode could be problematic (see Spellbooks below).

Table: The Eldritch Tongues (use d8 to randomize scrolls found in treasure)
(1) Ohlish
(2) Turlian
(3) Vesh
(4) K'Kiri
(5) Molesti
(6) Gazeeri
(7) Banarrian
(8) Hullish

It is possible that certain tongues are better suited to some spells than others. This is left for individual referees to determine.

Spellbooks


Scribes maintain books of spells, from which to encode their scrolls. They are very protective and secretive about their spellbooks. They never allow other scribes to "thumb through" their spellbooks. They do not share spells. Rarely, and for great cost, will they sell one of their spells. Those strictures apply to other scribes. Scribes will never, under any circumstances, allow spells or spellbooks be in the possession of non-scribes. They will not sell, trade, or otherwise sanction such. If they come to know of a non-scribe in possession of spells or a spellbook they will pursue any avenue necessary to recover it.

The scribe must have the spellbook at hand in order to encode a scroll. The spell formula are far too complicated to memorize fully. A scribe without a spellbook is completely unable to encode scrolls. Spellbooks are also written in the Eldritch Tongues, so any spellbook found as treasure must be written a tongue known to the scribe to be of use.



Tuesday, July 10, 2012

A Different Approach to Magic

DISCLAIMER: I'm not sure I would ever do something like this. It's just an idea I'm batting around.

So, I'm still in my gaming funk, unable to settle my mind on a system long enough to get anything done. While I'm in this state I do have the occasional idea, I just can't stay focused long enough to develop it to any degree. Which is where this idea comes in.

I was thinking about some of the references to "formulas" in the First Fantasy Campaign. I'm not entirely sure how Mr. Arneson implemented this idea. Thinking about it led me to the idea that spells aren't cast in the traditional sense. Instead, they are cast from scrolls. Magic-users scribe their spells onto scrolls, to be used later. My premise is that casting takes too long to be done in the context of the game session. The whys are undetermined, but could be that magic is too powerful to be used in more than small, carefully controlled amounts. Whatever. The spell can be released from the scroll in a single round, though, since the spell and magic to power it are crafted into the scroll.

One of the limiting factors would be language. The scrolls would have to be written in one of several specific, and dead, languages. I'm thinking eight languages because it is a decent enough number to work with, and easy enough to randomize. That would give an extra, and more immediate, meaning to the Bonus Languages column under Intelligence.

Potions would get a similar treatment, allowing a different sort of thing. Maybe some spells are better suited, or even restricted, to one medium or another.

Obviously, I don't have the mechanical details very well thought out at this point. This is an idea I like, though, and this doldrum I am in has made it difficult to work up enough enthusiasm to post about anything. So, here it is, an idea in the rough. Hopefully I can put some meat on the bones as the week goes on.

Monday, June 25, 2012

Next Thoughts: Spells

I've done an initial read-through of the playtest docs. I think I like what I see, so far. There are some things I am uneasy about, but I'll save that for another post, after I've had time to reread and reconsider.

For now, I want to talk about spells, two in particular.

Next casts cantrips as at-will spells. I'm ok with that, in concept, because I think magic-users should be able to use magic in a fairly organic way and not only in the burn-your-balls-to-cinders way. One of the cantrips, though, is Magic Missile. It is relatively unchanged from any previous version, doing d4+1 damage, at a range of 100'. I don't like it being auto-hit and at-will. The damage may not seem like much, but d4+1 adds up, and the caster gets an extra missile every three levels. So, at 6th level, the caster is automatically inflicting d4+1 on up to three separate targets, or all on a single target. No to-hit roll, no saving throw. If the spell is going to remain a cantrip, I would say require a to-hit roll, otherwise make it a level one spell and require it to be prepared. In that case, maybe add the caster's magic bonus to the damage.

The other spell is Sleep. Maybe they had a good reason to castrate the venerable Sleep spell, I don't know. Good reason or not, castrate it they did. They reduced the range, as well as limiting the effects to a 20' radius sphere. As if that weren't enough, rather than effecting a number of creatures based on HD, it now will not affect any creature with more than 10 HP. The most grievous change of all, though: now targets are allowed a saving throw. I think this weak-ass version of Sleep is more suited to being a cantrip than Magic Missile.

Wednesday, June 6, 2012

BtPG Magical Catastrophe Table

Here is the Magical Catastrophe Table. Remember, it is only used when a caster attempts spells beyond his normal capacities, and even then, only if the casting roll is a "2". Magic has the potential to be dangerous, if misused. It is not like handling raw plutonium unprotected.



Magical Catastrophe Table
Roll (2d6)
Catastrophe
Effect
2
Deformity (1)
A randomly determined physical deformity (horns, red skin/eyes. Boils/warts, etc)
3
Mindwipe (2)
Caster loses all spells. They must be restudied before they may be used again
4-5
Blowback
Caster suffers damage equal to Rank of failed spell
6-8
Fatigue
The caster may not cast another spell for a number of turns equal to the Rank of the failed spell
9-10
Mindburn (3)
Caster loses spells equal in Rank to the Rank of the failed spell
11
Soulburn (4)
Caster permanently loses 1 hp
12
Visions (5)
Caster is given horrific visions of the fate that awaits all who work magic. Reduce WIZ by 1.

Modifiers
  • + Spell Rank
  • Caster's WIZ

Notes
  1. Each time this is rolled it is either a progression of a former deformity, or the beginnings of a new one. A single deformity may only go through three stages. At the first, it is concealable or explainable, the second stage results in -1 to CHAR, with the third stage resulting in a -2. A caster may have no more than three deformities at stage one. If he has three at stage one, any subsequent deformities will be progressions of those already manifest.
  2. The study time for this is not reduced by INT.
  3. The caster may select the spells to be lost. They may be restudied after the caster has rested.
  4. Permanently reduce the caster's hp by 1. Nothing short of a Wish or divine intervention will restore hps lost in this fashion. The pain of this catastrophe never fully fades.
  5. These visions haunt the caster until the end of his days. They fill his dreams and quiet waking moments. The WIZ lose is permanent, and in addition, the caster never again reduces his study time for any reason.

Tuesday, May 29, 2012

Chainmail Magic Design Notes

Considering the rather terse introduction I gave to these house rules, I thought maybe a little more insight was in order.

My main goal was (and has been for a long time) to come up with a tweak of the magic system in Chainmail that was unpredictable, wide open, and carried an element of danger.

I started with the casting table straight from Chainmail. I took the numbers for a Seer casting a complexity I spell and added +1 to all the numbers. That was my baseline. The extra +1 to the numbers offsets the fact that most any character worthy of being called Wizard should have at least a +1 mod to the casting roll. Next, I looked at the spells-per-day table and plugged that baseline in whenever a new spell level was attained. So, for example, the baseline is used for Rank III spells for level 5 Wizards. Then, I just extrapolated the numbers up or down as needed for spells of higher or lower rank.

I could have just used some formula, but that requires math on the front-end, then more math at the table as mods are considered. Besides, tables are much more old-school. There was another reason, too. I wanted the raw number rolled to mean something when compared to the roll that was needed. Specifically, the chance to lose the spell and the chance to fail catastrophically. That becomes harder to track at the table when the casting roll is just based on pure math. Not terrible, but enough to slow things down.

Speaking of those raw rolls, with the 2d6 bell curve, keeping track of the original number needed was important. If your base chance to cast-with-delay was a 7-8, then you'll lose the spell on a roll of 7, which is roughly 16% of the time. If that was based on the modified roll, then bonuses would quickly make losing spells highly unlikely.

That's it for now. As many of you know, a Chainmail based game has been an elusive dream of mine for some time. That combat modification that I linked to at Howling Tower a few posts back really got me started back looking at it. Now that I have a magic system I like, the project is gaining critical mass. I have character generation ideas almost done (at least conceptually).

Taking those three components and mashing them up with whatever other subsystems I like will likely be the way to go with it, for now. I may or may not try to work up my own advancement, equipment, endgame, and other subs, but for now, I'm happy using my combat, magic, and character subs houseruled into other rulesets.

Monday, May 28, 2012

Chainmail based Magic

 Here we go. My magic rules for a more Chainmail based game. So far I really like the look of them, so, please be gentle.

Magic Use
In any discussion of magic, there are two things that must be understood:
  1. Magic is special;
  2. Magic is unpredictable
Any two-­bit conjurer of cheap tricks can light a candle or make a noise seem to originate from somewhere else. Then again, so can an innkeeper, by walking across the room, or a petty entertainer, by throwing his voice.

A Wizard can command flames to race across a battlefield and explode in the midst of his enemies. He can create the sounds of hordes of trolls crashing through the woods. He can command unseen forces and use them to do things beyond mortal capability.

To the common folk a person capable of casting even two or three spells is mysterious and powerful, worthy of fear and respect.

The Nature of Magic and Its Use

The term “spell” encompasses several different factors aligned to achieve a desired effect. No spell is ever cast exactly the same way each time it is cast, even by the same caster. The rituals required; the specific hand gestures, chants and phrases, and material components are all dependent on factors such as stellar alignment, the seasons, the caster's specific location, and many other
minute factors. The caster must commit to memory all of these intricate requirements in order to successfully cast a spell. Everything that powers and influences a spell is constantly in motion, motion that must be understood and accounted for.

This variability is accounted for by the Casting Table. Sometimes a spell will work perfectly, taking effect immediately. Sometimes the caster has to make adjustments during the casting. In this case, the spell is successfully cast, but doesn't go into effect until next turn. Then there are times dreaded by all wizards, when they are able to make on­-the­-fly adjustments, the spell is cast, but it is no longer usable until the wizard studies the spell anew, making certain adjustments for changes in  the ritual variables.

Spell Casting

Spell are grouped by relative power into Ranks. There are six ranks, successively more powerful. A caster can cast virtually any spell he knows, regardless of level and rank. There is a chance that if a wizard should attempt a spell too far beyond his ability, he could suffer greatly. He may cast any spell he knows as often as he wishes, until the Casting Roll indicates it must be
restudied.
A wizard may know a number of spells equal in rank to his level, plus his INT bonus. Thus, a 2nd level wizard with an INT bonus of +2 may know 4 ranks of spells. This could be a single 4th rank spell, two 2nd rank spells, or any combination he desires.

Wizards Command Magic

If the number of spells a wizard may know seems limiting, it should be remembered that wizards are more than capable of modifying the casting of their spells on the fly. Players and  referees should work together to keep wizards' use of magic flexible. If a wizard knows Fireball, for instance, he should be able to use it to light a candle across the room, start a campfire or fireplace, or anything that is not intrinsically more powerful than the Fireball spell itself.

Studying Spells

In order to learn a spell, to know it and be able to cast it, a wizard must spend time committing all the many intricacies of its casting to memory. This is a mentally taxing prospect, and very time consuming. It requires one day per rank to learn a spell. This may be reduced by the INT of the wizard, but never to less than one day.

If a wizard wishes to memorize a different spell than one already known, he must also spend time purging the unwanted spell from his mind. This requires meditation and mind-control to accomplish. It is not a simple matter of "forgetting" something that one puts so much effort into remembering. It requires one day per rank to purge a spell from the wizard's memory. This is not reduced by any faculty of the character.

Casting Spells

When a wizard wishes to cast a spell, the player rolls 2d6 on the Casting Table. There are three possible outcomes, with two potential variables. The spell may be cast successfully, taking effect either instantly, at the wizard's initiative point, or it may be delayed until the same point in the following turn. The spell may simply fail. The spell may succeed but become unusable. The spell may fail with catastrophic results.






Note that the effects of rolling a “red” number or a “2” for Catastrophic casting occur when the indicated number is rolled unmodified. For example, a 7th level wizard is casting a rank II spell, with a +2 bonus. The roll is a 4, with the bonus the casting roll is a 6, indicating that the spell takes effect immediately. However, the unmodified roll was a 4, which indicates that the spell may not be
cast again until restudied.

Wednesday, May 23, 2012

More ACKS Thoughts

I read the magic chapter last night (minus all the spell descriptions). In a nutshell, I like it. It is a pleasing combination of Vancian magic and something a bit more free-form.

The biggest eyebrow raiser was the INT bonus. It surprised me to learn that the INT bonus provides a number of spells equal to the bonus at each spell level, as soon as the ability to cast that level is obtained. So, a mage with a +2 INT bonus, upon obtaining 5th level can suddenly cast three spells. That combined with the free-form nature of casting seems to make mages more powerful than their traditional OSR ancestors. That's not necessarily a criticism, I'm just wondering if it affects play.

My favorite thing about ACKS magic, bar none, is the flavor. According to the flavor text:
For an arcane spellcaster to have a spell in his repertoire, he
must keep track of complex astrological movements and star
signs that are constantly changing; he must daily appease
various ghosts and spirits that power certain dweomers; he must
remember and obey special taboos that each spell dictates. All
of these strictures, and they are many, can vary with the season,
the lunar cycle, the caster’s location, and more. Having a spell
in the repertoire is thus an ongoing effort . . .

So, it isn't a matter of constant re-memorization for an ACKS mage. When he has his nose buried in his spellbooks he is actually checking to see which planet is over his left shoulder and the affect it will have on his Sleep spell. Very cool to me.

Oh yes, that brings me to the repertoire. This is the concept whereby free-form casting works. Mages in ACKS still have a chart showing number of spells per day. Now that I look at the chart closer, it is a bit slower progression than some others, notably the LBB, but the same as Dark Dungeons and Labyrinth Lord. Maybe that INT bonus I mentioned earlier is intended to provide a little something extra to mages with the right stuff.

Anyway, the familiar spells-per-day is now the mage's repertoire. It represents not only how many times per day he can cast spells of a given level, it also represents how many he may "keep in mind" of a given level. For example, a 1st level mage with a +2 INT bonus has three 1st level spells in his repertoire. He may cast three first level spells per day. Let's just assume he has Charm Person, Light, Magic Missile, and Sleep in his spellbook. He would designate three of the four to be in his repertoire, meaning he could cast any of the three, as desired, up to three times per day, total. So, the player still has to think about which spells he believes will be most useful, as with the Vancian system, but he has a little more wiggle room when doing so. No more using all your 3rd level slots on Fireballs only to discover you really Water Breathing.

As an aside, if you happen to like ACKS, but prefer traditional Vancian magic, it would be easy to use it, since the spells-per-day chart is already there.

The last thing about the spell system I'm going to cover in this post is spell signatures. They represent tell-tale signs in how a spell actually manifests. Is your mage's Magic Missile shards of glass, or maybe tiny laughing skulls? Whatever it happens to be, it has no mechanical effect on the function of the spell. It is possible to divine something about an unknown caster from studying the signature. Signatures can vary by campaign, meaning that they can be based on the individual, magical philosophy, the college where your mage studied, or any other factor you can think of. So, in my world of Aranor, signatures would be based on college. I suppose within that "college signature" framework it is acceptable to allow individualization, such as the shards-of-glass magic missile being a certain color for a certain mage.

Anyway, there you have it, my first impression on my first read of the magic chapter. More to come as I continue my way through ACKS.

Monday, May 7, 2012

Magic Colleges in Aranor

What follows is an introduction to the three main, formalized magic training institutions in Aranor. One thing I failed to include is that there is a lot of political maneuvering, as the colleges attempt to align themselves with powerful patron states, and the various kingdoms court the favors of the colleges.

An Imperial College of Magic



The Imperial Colleges of Magic maintains the best, most prestigious centers of magical learning in all of Aranor. They are located across the world. Magic-Users from the colleges (they prefer to be called “Imperial Wizards”) are easily recognized by their robes. Base colors indicate a wizard's area of specialty, while other various adornments indicate rank. Note that the character's rank as an Imperial Wizard, and his level as a Magic-User are not necessarily related. Rank is more about clout and political influence. Not all Imperial Wizards are concerned with rank, so do not be tempted to rash action due to the simplicity of an opponent's garb.

Another institution of magical learning that is gaining popularity is the Guild of Arcane Lore. While not as large and institutionalized as the Imperial Colleges, it is spreading and being sought by more and more prospective students. Graduates prefer to be called Guild Wizards or Loremasters. The institution is decentralized, with students being taught in small groups in what the Guild calls chantries. These are small buildings, or perhaps a small compound, usually built on a magically significant location. Loremasters are also recognizable by their robes, but they have no indications of rank on theirs. At first disrespected by the Imperial College, the Guild has persevered and consistently provides a high degree of quality instruction, and has begun earning the grudging respect of the Imperial College.

An alternative to more traditional forms of magic is Alchemy. A guild devoted to standardizing and formalizing the practice has formed within the last fifteen years. Its goal is to establish firm guidelines for rank (apprentice, journeyman, and master) and to establish uniform rules governing the practice of the trade. They are also seeking to promote the craft and spread its practice far and wide. Alchemy has been practiced for centuries, but until the last generation or so it was limited to a folk-craft. Knowledge of it was handed down orally, with any writings on the subject (such as specific recipes) being closely guarded. It was that secrecy that was one of the major hurdles overcame in establishing the guild. Now the movement is well underway to standardize certain recipes, but still allowing Master Alchemists to develop and maintain recipes with “trade secret” status. The Imperial Wizards view the alchemists as poor cousins basically, being people unable to actually develop magical skills and having to rely on “smoke and mirrors to simulate true magic”. The alchemists, on the other hand, take a great deal of pride in being able to replicate magical affects that the Imperial Wizards spend half their lives studying to achieve.

The final method for learning magic is the oldest. The mentor/student relationship has existed for as long as magic has been practiced. Wandering masters may arrive in a town, make his presence known, take on some students for a time, then move on. Some masters live in remote towers and take on students that prove themselves worthy by the completion of some hazardous task. However the relationship is established, there is no guarantee as to the quality of instruction or how far the instruction will ultimately go. Wizards trained in this way are not afforded the same respect as their formally trained brethren. In fact, they are often referred to as Rag Wizards, since they don't have the formally recognized robes of the Imperial Wizards or the Loremasters.

In fact, in the highly competitive world of the magically gifted, there are many derogatory terms for one's competitors. The Imperial Wizards are the most elitist of any of the groups, and are disdainful of all the other groups to some degree or another. As noted they refer to individually taught mages as rag wizards. They refer to the Loremasters as “Lories”. Alchemists they call “lead-heads”, “bubble-heads”, or “mixers”. All the other groups refer to the Imperial Wizards as “Dandies”.

A Rough Day That Ended Well

As you know from my post of Saturday night, my mind was very unsettled. I ran across some of my old campaign world maps and notes. Like most anybody who works in words, I fancy my own, and finding that older work I had done inspired me. Which led inevitably to the events related in Saturday's post. I struggled with the issue of integrating magic fully into the world most of yesterday. I even had a brief, dubious flirtation with High Adventure Role Playing. I used to love Rolemaster on paper, and when I saw HARP at the used bookstore a few months ago I snapped it up. It didn't satisfy, though.

Then, last night in bed, it hit me. LBB D&D is subtle. Even though it is the progeny of a wargame, and even though its detractors claim it doesn't promote real story-driven roleplay, it is all about visualization. Sure, you can treat your character like the boot in Monopoly, and just move him around, killing and looting. If you want to get into the character, though, it is all imagination. There are very, very few mechanics to guide or direct. In that playstyle, "story driven" is at its purest form.

So, the so-called effects of attending a magic college or standing near a ley line should be subtle and story driven, as well. Sure, there can, and will, be some minor mechanical aspect, especially with the ley lines. The colleges, though, are more about story. Character backstory to be precise. Really, once I considered it, that's how it should be. I want to include the colleges as a means of adding depth and verisimilitude to my world, and by extension, any character that attends a college. The "benefit" is that verisimilitude, that connection to the world.

There will be more tangible benefits, of course, but they will be subtle, as I said. Things like:
  • Reputation, which may affect reaction rolls
  • Fraternity, being able to call on fellow graduates for help or employment
  • Facilities, to research lost lore or new spells
  • and, of course, some sort of mechanical give-and-take, but it too will be subtle
Ley lines will be a little more difficult, but now I feel invigorated and ready to take them on. This is a huge reason I love having this blog. It gives me a sounding board for my own thoughts. If I didn't have this outlet, I'm not sure I would have come up with this solution. Most likely my ADD would have led me on a merry chase that wouldn't have produced anything.

Saturday, May 5, 2012

The Limitations of Vancian Magic

I'm a LBB guy. When it comes to D&D, that's my thing. I have come to appreciate all the quirks and idiosyncrasies and love the game for them. One of those is Vancian magic. It is very flavorful, yet tactical at the same time. It also imposes some rather strict limitations on how magic works in a particular world.

When I work on my campaign world (which has been off and on since '91), one of the first things I like to do to tie the mechanics to the world is tweak magic. There are two main forms this takes: Ley Lines (or mana pools, or whatever I decide to call flows or fonts of magic power), and Colleges. Not as in Abjuration, Invocation, etc, but as in centers of magical learning. Oftentimes I try to combine the ideas.

The problem with Vancian magic is that there is very little about it that is variable. For the most part things are automatic; spells are always cast successfully, their maximum parameters are based on either caster level or target HD, or are fixed, acquisition of ability occurs at a constant rate. It is very difficult to modify any of that based on training or proximity to a power source.

I don't know. Maybe I'm just bitching, but I'm just not satisfied with the idea of the benefits of studying at Beavis' College of Fire Magic simply adding an additional distance to their range on a Fireball. I could allow the player to choose a parameter each time the spell is used, and improve it by 10%. There is just something about that that leaves me feeling flat. Maybe I'm the one with limitations.

I just like some sort of spell point or fatigue system. Actually, I like magic to be somewhat risky, and the player never knowing for sure how much longer it will obey his commands. With spell points it is too easy to know just how much longer you can keep casting. That's one thing that's cool about magic in Spellcraft & Swordplay. Depending on the casting roll, the M-U can either just keep firing away with the spell, or he may lose the use of it altogether until after he re-studies it.

I know what you're saying. House rule it in. I'm a purist when it comes to my LBB D&D. Wholesale system changes won't work. Besides, once I start down that dark road, I start changing other things, and before you know it ADD takes over. It may creep in anyway. This kind of angst usually opens the door for it. I guess we'll just have to see.