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

Monday, October 21, 2013

More on Magic users

One of the perils of stream-of-conscious writing is that things get left out. I fancy myself some sort of Mozart of the blog, putting out a completed post in a single pass, no editing required. Of course, I know that's total horseshit, but we all have our delusions. Anyway . . .

There are a couple of more setting-centric thoughts about magic users that didn't make it into the recent relevant post.

I envision magic users in my setting as more adventurous than their "standard" brethren. With a more restrictive spell system, with a more limited number of acquisition options, they are forced to venture into the wild places in search of spells. They are also forced to be more pragmatic and seek more mundane solutions to many of their problems. Thus, they are slightly more robust and more capable in a fight.

  • They may use any one-handed weapon
  • They may wear leather armor, but still may not use shields
  • Their hit points are slightly better, adding +2 on the even levels, rather than +1
It seems like there was something else, but now it eludes me. Oh well, there's always another post.

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.

Monday, August 12, 2013

Spellbooks and Research in B/X

Ode to Black Dougal has a post about how spellbooks are handled in B/X. In a nutshell, a magic-user or elf may only have a number of spells in their spellbook equal to the number spells they may cast. Thus, a 3rd level magic-user may only have three spells in his spellbook, two 1st level and one 2nd. Further, the only way to add new spells is by researching them yourself and being taught by another caster. No copying from looted spellbooks or copying scrolls.

Being relatively new to the B/X experience, I found this rather jarring. In fact, I mostly glossed over it as a poorly worded passage when I read it. I didn't give it too much thought until I read the blog post. I reread it then and realized that it was worded exactly as intended. In my mind, I immediately houseruled it. I couldn't stop thinking about it, though, and the more I thought about it, the more I liked it. I like what it says about magic-users. I would still houserule two aspects, though.


  1. Allow magic-users and elves to modify their spellbook limit by their INT modifier. Allow a total number of additional spells equal to the INT modifier, not to exceed caster level. So, a 1st level caster with an INT of 16 could have one additional 1st level spell. When he reached 2nd level, he could add another 1st level spell, or have two 2nd level spells. These additional spell must still be acquired, they are not freely granted. This does not grant any additional casting ability, either.
  2. Looted spellbooks may be used to aid spell research. Per X51, spell research requires 1000 gp and 2 weeks per spell level. It further specifies that this time must be "spent out of campaign". If a looted spellbook is available to reference, this time may be concurrent with adventuring. The other research rules still apply. The spell-caster player must notify the referee when the character is performing his research, such as while other characters are seeking rumors, negotiating with potential hirelings, etc.



Friday, August 9, 2013

A Couple of Thoughts on Magic-Users

Just a couple of random things that fit together better than into their own posts.

When it comes to agonizing over the concept of "which spell to memorize", I tend to forget one simple concept: the magic-user has his spell book with him. When slots are limited, memorize the spell(s) that are most likely to be needed in the thick of things. If a situation arises that requires a more utilitarian spell, such as Knock, or Comprehend Languages, the magic-user can simply "swap out" by studying his spell book. Of course, this does absolutely no good if he has used his available slot(s). Likewise, once the utility spell is memorized and cast, that slot is used for the day. So, the dilemma of when to cast that precious spell remains. . .

I haven't read any of Jack Vance's work. I have certain impressions from quotes and excerpts, though. I'm not sure how "accurate" these impressions are, and I'm not claiming any of this is particularly original or mine, but they are just my thoughts based on the impressions:

 Each spell is almost like some alien life form that the magic-user must literally force into his mind. When someone sees a spell without the benefit of Read Magic it can look like anything from mad gibberish, to poetry, to doodles, to a blank page. When read with the benefit of Read Magic, however, it is seen as literally writhing on the page, pulsing and squirming with arcane intent. It is entirely alien to the mind of the caster and his brain must be forced to contain it, forced by sheer effort of will. That is what memorizing a spell is all about.

It isn't easy or pleasant to watch, either. The effects vary with caster level and spell level. The more advanced the caster, and more basic the spell, the less dramatic the process. A 10th level magic-user studying Sleep is hardly noticed. The closer the caster gets to the limit of his abilities, the more dramatic. The process can be downright frightening to behold. "Study" could appear as any of the following:

  • Weeping blood as their eyes are forced to take in the eldritch horror;
  • Sweating profusely, literally pouring from the magic-user;
  • Laughing maniacally and/or speaking gibberish;
  • Hair falling out;
  • Eyes blackening, as if charred;
  • Hair standing on end;
  • Grasping his spell book for dear life, eyes opened unnaturally wide, bulging and bloodshot, hair flying back as if a hurricane was issuing from the spell book.
That is just a few ideas off the top of my head as I write this. None of this should have a direct mechanical effect, it is more for dressing. Some of these could have in-play consequences, but they shouldn't become the center point of a session. 

All of these realizations have shown me that Vancian magic isn't nearly as limiting or vanilla as I had thought.

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.

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.

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.