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

Wednesday, April 9, 2014

I've Got Your Sword-Wielding Wizards Right Here!

Idea for a magic system:

Ingredients:
  1. Enough non-magic-using classes that you think the campaign will be interesting. How many counts as interesting obviously depends on you and your players.
  2. A spell list.
Instructions:

Only non-magic-using classes are available. When stocking treasure, increase the chances of magic scrolls being found by at least 2, maybe more, depending on just how much magic you want the PCs to have access to.

When characters find magic scrolls, they can choose to read them. If they read them, the magic spells leap from the scrolls into their heads (erasing the scroll). They now know the spell and can cast it, as with standard Vancian magic. Casting a spell memorized in this way erases the spell from memory, as with standard Vancian magic. There is a 1/6 chance that such spell scrolls are labeled so that characters can determine what the spell is before reading and memorizing the scroll. 

The number of spells that can be held in memory at one time is limited by class level. The simplest way to do this is to have the number of spells memorized be equal to or less than the class level.

Whenever the character levels up while having one or more spells memorized there is a chance (a Wisdom check, or # of currently memorized spells/20, say) that one of the memorized spells (select randomly) will "stick" and the character will be able to cast the spell indefinitely. The simplest way is to allow each "permanently memorized" spell to be cast once a day.

Ways to make this more complicated:
  • Labeled scrolls may be mis-labeled
  • Stipulate that spells of spell level higher than class level may not be memorized
  • Stipulate that total spell LEVELS memorized must be equal to or less than class level
  • Bolt on some sort of damage or sanity mechanic, or some other consequence, if memorizing more spells or spell levels than is allowed is attempted; if spell levels rather than spells are being counted, this means that memorizing an unknown spell is always a risk
  • Alternately, stipulate that the only way to read a spell (and figure out what it is) without memorizing it is to read it while already having memorized the maximum number of spells currently allowed to be memorized
  • Introduce costs to casting a spell, such as hit points or attribute points, which replenish at some rate
  • Stipulate that how often a permanently acquired spell can be used depends on class level and spell level ratio. For example:
    • A spell that is 4 or more spell levels below the character's class level is an at-will spell
    • A spell that is 2 or 3 spell levels below the character's class level can be cast 3 times a day
    • A spell that is within 1 spell level of the character's class level can be cast once a day
    • A spell that is 2 or 3 spell levels above the character's class level can be cast 3 times a week
    • A spell that is 4 or more spell levels above the character's class level can be cast once a week
  • If using a system like this to determine how often a permanent spell can be cast, choose between having the frequency with which a particular acquired spell can be cast either always stay the same as it was when first acquired or increase as the character levels up
  • Bring in a second spell list. The first list is for the spells that can be found. The second list is rolled on to determine permanently acquired spells. Arcane spells could be found, but Divine spells acquired, both Arcane and Divine spells could be found, but psionic powers are acquired, etc.

Tuesday, March 11, 2014

The Blessed Helmet of Flummoxification

The Blessed Helmet of Flummoxification appears to be a standard, well-made riveted helmet. When found, it is immaculately clean and usually finds its way onto a pedestal that will mysteriously be lit as from above. The Helmet smells faintly of garlic and onions.



The Helmet radiates magic so strongly that any caster with Detect Magic even prepared will sense magic radiating from it, and those who cast Detect Magic on it will sense what is most likely the strongest emanation of magic they have ever sensed…

Part of the magic, however, is that no amount of trying will reveal what the Helmet does! The Helmet may be put on and taken off with ease - the only obvious sign that this is not technically a cursed item.

The benefits of the Helmet last only until the Helmet is removed. They are:
  • ONCE per owner, the Helmet will restore all hit points and health, healing all injuries, neutralizing all poison, removing all curses, restoring all drained levels and experience, etc. This will ONLY occur when death is otherwise inevitable (most commonly when hit points drop to whatever it takes to die in your system of choice).
  • The Helmet improves the wearer's AC by 1 more than a normal helmet.
  • The wearer of the Helmet adds +1 to attack and damage rolls.
  • Whenever the wearer of the Helmet would normally be surprised, the wearer instead surprises the enemy. If the enemy would normally have a bonus to attack or damage, or some other ability, during a surprise round, such as a backstabbing ability, the wearer of the Helmet gets that bonus or ability for the surprise round.
  • While the Helmet is worn, none of the costs of the Helmet adversely affect the wearer's ability to conduct combat. Any actual benefits to combat from the costs are adjudicated by the Referee, as are in-combat disadvantages if not wearing the Helmet.
Whenever the Blessed Helmet of Flummoxification is put on, a random effect upon the wearer takes place. Roll on the following table to determine the random effect:
  1. Nose grows into an elephantine trunk
  2. Earlobes droop to the knees
  3. Eyebrows sprout half-sized peacock plumes
  4. Mouth replaced by hawk's beak
  5. Ears grow into pachyderm flaps
  6. Beard grows or falls off, depending on previous beardedness
  7. Grows long, gerbil-like tail
  8. Face turns various shades of red, blue, green and yellow, which migrate slowly across the face in patches
  9. Nose increases 3 times in size and is covered in scales
  10. Canine teeth grow into saber-tooth fangs
  11. Canine teeth grow into large tusks
  12. Mouth grows into a duck's beak
  13. Ears turn into a bloodhound's flaps
  14. Mouth and nose turn into a mastiff's mouth and nose
  15. Eyes grow out on stalks, like a slug or snail's
  16. A small octopus tentacle sprouts from each cheek and temple (4 total)
  17. Fairy-like antennae sprout from forehead
  18. Eyes bulge out into fly-like compound eyes
  19. Daisies burst forth from the elbows and knees
  20. Each finger is replaced by a finger-length, fully prehensile tentacle
The mechanical and/or role-playing penalties (or benefits) of these effects are left to the referee to adjudicate as the referee sees fit.

The costs of the Helmet last NOT until the Helmet is removed, but until the wearer loses consciousness. This means two things:
  • If the wearer manages to sleep with the Helmet on through the night, the wearer may wear the Helmet the next day with all the benefits and none of the costs. An unsecured Helmet has an 80% chance to fall off during sleep. Measures taken to secure the Helmet to the wearer's head during sleep are adjudicated on an individual basis by the Referee using common sense.
  • If the wearer dons the Helmet, takes it off and then puts it on again during a single period of consciousness, the wearer now experiences TWO random effects. Taking it off and putting it on again once more results in THREE random effects simultaneously affecting our unwise hero.
There are rumors of a Cursed Helmet of Flummoxification, completely identical to the Blessed Helmet except that it has no benefits and cannot be removed once put on, per normal cursed item rules.

Thursday, December 6, 2012

Shield of Wonder

The actual downloading method is lame (I really wish they were one document) and it's written for 3.5 and 4 (though that's not a huge deal in actual practice), but THIS is what I call a magic item.

Saturday, November 17, 2012

The DMG, Section by Section, Part 20: Spell Explanations – Illusionists

Short post today, just wrapping up Illusionist spells, which in turn wraps up this section on magic in the DMG.

Phantasmal Killer
This is, as I understand it, an incredibly nasty spell. One way to escape it, however, is to go unconscious, "somehow." If I'm ever playing and my PC's buddy is being attacked by one of these, you can bet I'll be knocking my buddy over the head to save him.

Detect Magic
I was really interested to see Gary refer the reader to the Cleric, rather than the Magic-User, version of this spell for commentary. Comparing the Cleric and Magic-User versions of this spell, it seems that the Cleric version only can detect the strength of a magic aura while the Magic-User version includes a chance to detect the particular type of magic involved. By giving Illusionists the Cleric version of the spell, Gary is giving them the weaker, less effective version.

Finally, in a note that seems to cover all spells, Gary points out that, "the reverse of any spell must be separately memorized, and that each requires special components." I've never liked the idea of having to choose between "normal" or reversed versions of spells during spell memorization, but I certainly can understand why Gary would rule this way.

Thursday, November 15, 2012

The DMG, Section by Section, Part 19: Spell Explanations – Magic-Users

Comprehend Languages
I found it interesting that this can be reversed and cast on a scroll to make it unreadable, though casting the unreversed version of this spell twice on such a scroll will make it readable again.

Enlarge
Apparently Gary's players tried to kill opponents by enlarging them inside their armor, but Gary says that their armor will either come loose (if secured with buckles and straps) or be ruined (in the case of chain mail) rather than kill an enlarged subject of this spell; even clothes are assumed to "split away during growth." I would have thought that Gary would have just had what a subject of this spell was wearing grow with the subject, but leave it to Gary to surprise me, right?

Tenser's Floating Disc
I don't know why Gary's such a kill-joy with this particular spell. First he stipulates clearly that no Magic-User can begin play knowing this spell or Nystul's Magic Aura, and then he bans Magic-Users from riding the Disc. Lame. (Though I think Gary's reasoning for banning these two spells may have been to allow players to choose a spell on a result of 10 on the beginning spell tables. Still.)

Unseen Servant
This is the spell my players have played around with the most, stretching the limits of how much they can communicate with an inanimate force (being able to command it clearly means that some amount of communication is possible, I've ruled). Gary stipulates that this force has no shape and therefore cannot be clothed.

Web
I hadn't ever realized that this spell requires at least two anchor points or the web will collapse in on and get tangled up with itself. I hadn't ever really thought about that, but it makes good sense.

Wizard Lock
I also hadn't realized that casters could freely pass through their own Wizard Locks. This has interesting possibilities if you want to take magic in the direction of different flavors of the same spells. (Brendan, I'm thinking of you here.)

Rary's Mnemonic Enhancer
I hadn't realized that this was in 1e as well as 2e. It came up in a previous discussion on this blog. (I prefer any one of my solutions, for the record, though the existence of this spell does settle what Gary thought about the issue.)

Wall of Force
This spell's commentary is interesting because Gary discusses two specific ways to defeat it, much the same way that prismatic spheres in AD&D and prismatic walls in Arduin are handled. These magical barriers that require specific, sometimes (especially with Arduin) non-sensical, unrelated magical keys fascinate me and seem under-utilized in the D&D I read about and play.

Monday, October 22, 2012

The DMG, Section by Section, Part 18: Spell Explanations – Druids

The truism that often accompanies ridiculous laws is that they are often only laws because people have behaved in the now-outlawed ways. This truism strikes me as applying to a good deal of Gary's comments on spells, and certainly to a number of Druid spells.

Animal Friendship
Animals, Gary says, will always be able to sense "ulterior motives," when subject to this spell. Because Gary's players were apparently shameless enough to run Druids that would take advantage of animals.

Charm Person or Mammal
Gary gives some nice guidelines concerning how to adjudicate this spell; namely, this spell only changes the subject's basic orientation towards the caster into one of friendship and acceptance. This is not, as Gary says, "enslave person or mammal," nor does the subject's attitude towards the caster's associates change significantly (though presumably the caster's associates will not be attacked except in self-defense or if provoked).

Create Water
Hilariously, Gary needs to point out that this spell will not create water in any part of any living thing. Because one of his players clearly tried to do that, most likely with the aim of making said creature explode.

Warp Wood
Held or Wizard Locked doors can only be affected with this spell if the Druid is of higher level than the Magic-User who held or locked the door, and then only with a 20% chance for every level the Druid is higher than the Magic-User.

Call Lightening
This spell is presumably useless within, say, the confines of a dungeon, but, conveniently, a Druid may call half-strength lightening out of a whirlwind created by a djinn or air elemental.

Call Woodland Being
An interesting list of possible beings that could respond: brownies, centaurs, dryads, pixies, satyrs, sprites, a treant and a unicorn. I almost expected a dragon, a la the Ranger follower charts.

Fire Storm
The reverse of this spell can be used to quench, and strip of its magical properties (!), a flaming sword. On the one hand, this is a seventh level spell; on the other, that seems like an awfully easy way to disenchant a magic sword.

Saturday, October 20, 2012

The DMG, Section by Section, Part 17: Spell Explanations – Clerics

Gary now embarks upon six and a half pages of explaining spells. A good bit of this is expressly banning certain liberal interpretations that players might attempt to use with spells, much as Gary previously dealt with the abuse of Thief abilities, but a good deal of it is also explaining tactics that can be used with certain spells or just plain explaining how to execute the effects of a spell from behind the DM screen. Today let's hit the Cleric spells I find interesting.

Light & Continual Light
Gary quite helpfully points out that both of these spells can be cast on an enemy's eyes, effectively blinding them (permanently, or until dispelled, in the case of Continual Light), as well as suggesting that Continual Light can be cast on objects and then used in place of torches.

Augury
The idea of allowing any kind of prophecy or means of knowing the future in a sandbox game has always left me feeling uncomfortable and unsure regarding how to handle it, but Gary gives some decent guidelines here: basically, it's OK to just go off of what you guess will happen. The example he gives is if a player asks, "Will we do well if we venture onto the third level?" and a nasty troll guards a great treasure near the entrance to level 3 then an appropriate response is, "All who survive will be rich!"

Dispel Magic
Gary gives some nice mechanics here. Any item this is cast at that fails a saving throw is inoperative for one round; items only get saving throws if they are in a character's possession, and only have to make saving throws if they are specifically targeted. Relics and artifacts (I don't think Gary's discussed the difference between those two categories yet) are immune to this effect.

Atonement
The referee is encouraged to gauge the player/PC's sincerity of repentance and require penance accordingly. If the referee believes the player/PC is truly repentant, a few coins in the money box may suffice to fully restore the PC, while insane, nearly impossible quests, such as capturing and sacrificing rival high priests, may be handed out to players/PCs who don't seem sincere. Personally, I like the help of an actual alignment charting system to help me gauge just how much a PC is in trouble, rather than having to figure this out by ear.

Plane Shift
Planar adventures have never really interested me (I'm certainly open to that changing in the future), but I find Gary's description of each plane having a corresponding musical note, with the potential for an octave of planes, to be intriguing. Not enough for me to build on right now, but if I ever do run planar adventures, I'll be sure to incorporate the "planar scale" into the way plane shifting works. Has anyone seen planes run like this? Do any settings use this at all?

Quest
Counterintuitively, at least for me, characters are more vulnerable or susceptible to this spell the more they agree with the Cleric casting the spell, not even receiving a saving throw if the quest is just and they share religions with the Cleric. Also interestingly, characters who agree to a quest, even if forced to do so, do not receive a saving throw.

Holy/Unholy Word
I wasn't aware that there were any spells that banished beings back to their native planes, but this spell does exactly that. I'm undecided on whether to allow this spell in my game since I had expected to get so much traction out of the Carcosan banishing rituals that require special components. We'll see what happens.

Monday, October 15, 2012

The DMG, Section by Section, Part 16: Character Spells – Recovery of Spells, Spell Casting and Tribal Spell Casters

I'm still – slowly – working on the ideas I've got from the last section, but it's high time I resumed this series.

Recovery of Spells

Gary gives a short table for how long you have to sleep to be able to memorize new spells; these range from just four hours, if all you want to memorize are first or second level spells, all the way to a whopping twelve hours if you want to memorize a ninth level spell. The implications for this are interesting: low level Magic-Users, Clerics and other spell casters now have no excuse for not standing watch at night, and there may come times when a high-level character chooses not to rest long enough to memorize their highest level spells. Interrupting a high-level enemy Magic-User's 12 hours sleep certainly becomes an attractive strategy. While I find all of these ideas interesting, though, I just don't expect them to come up that often in gaming, or perhaps to even come up at all.

After a spell caster has rested sufficiently, each spell takes 15 minutes per spell level to memorize. Even more than resting times, I've always had a problem with this approach, for a few reasons. Again, I don't really see the point of the extra math, it doesn't fit my reading of the source material in the Tales of the Dying Earth (specifically in the first few pages of Turjan of Miir), and, least logically but most viscerally, it clashes with my preferred metaphor for Vancian magic: loading bullets into a gun, which is quick and easy.

Insight into how variable rest time and lengthy spell memorization times make the game better is very much appreciated.

Spell Casting

Gary goes into a half page of explanation of how AD&D Vancian magic works, in-game. Basically, each spell brings energy from another plane to the caster's plane and channels it into the spell's effects. In exchange for the energy from the other plane, material components (the caster's breath, when none are listed) are destroyed to provide the energy to send back to the other plane.

Gary also mentions the the first two Dying Earth books (The Eyes of the Overworld and The Dying Earth) and John Bellairs' The Face in the Frost, a book I haven't heard of before or remember reading any reviews of on OSR blogs, as inspiration for the way AD&D magic works. I'm guessing that a good deal of the elements of AD&D magic I don't recognize from Vance are from the latter work, which seems to be highly recommended by Bellairs' fellow fantasy writers. The Face in the Frost is now on my reading list.

On the other hand, even if I thought that Vancian magic needed this level of explanation, I don't like this explanation of how magic works. This isn't making it into my game.

Tribal Spell Casters

Certain humanoids and a few other groups (cavemen, ettins…) have spell casters in their tribes. Shamans are the tribal equivalent of Clerics and may go up to 7th level, depending on species, while Witch Doctors are the tribal equivalent of Magic-Users and may go up to 4th level, depending on species. Both NPC classes have limited spell lists and only Cavemen may have both a Shaman and Witch Doctor in one tribe. Altogether, a helpful but not terribly exciting section.

Thursday, September 27, 2012

Magic-User Master Spell Book Contents

Independent Magic-Users apprentice with a master who is unaffiliated with any of the large magical organizations. Most of the mechanics for such Magic-Users are in an earlier post, but this post deals with important information about the master that was not included in the previous post: level, intelligence and the contents of the master's spell book.

Master's Intelligence: 2d4+10 (12-18)
Master's Level: 2d8+4 (6-20)

Spell Book Contents

First Level Spells:
Determine spell quota by dividing INT by two (round up). This is the number of first level spells the Master's spell book will contain.

Automatically include Read Magic. Count Read Magic as the first spell towards reaching the quota (unless it is a zero-level spell in your system).

If your first level spells are divided into Offensive, Defensive and Miscellaneous spells, roll on each table in turn to select spells until the number of spells is met. Re-roll spells that are selected more than once.

If they are not divided into separate lists, roll to select spells until you have reached the quota. Re-roll spells that are selected more than once.

Second Level Spells and Higher:
Subtract one from the spell quota of the previous spell level and roll on spell list until quota is met, re-rolling spells that are selected more than once. Repeat for each spell level until the maximum spell level for the Master's level is reached or quota is lowered to zero.

Example 1:
For this first example, we'll use the LotFP (Deluxe) spell lists and Magic-User class. Note that LotFP doesn't divide first level spells into three separate lists of offensive, defensive and miscellaneous spells. Also, note that while this master is able to cast up to ninth level spells, she's only actually acquired spells up to sixth level. I'm rolling a d20 for each of these spell lists, since each of the LotFP spell lists I'm rolling on have 20 spells (higher-level spell lists have less).

Master's Intelligence: [1,1] 12
Master's Level: [6,7] 17

Quota: (12 divided by two) 6
Maximum Spell Level: 9th (but we're not going to get there)

First Level Spells:
Read Magic (automatic)
[17] Sleep
[18] Spider Climb
[20] Ventriloquism
[6] Floating Disc
[4] Enlarge

Second Level Spells:
[9] Invisibility
[1] Audible Glamor
[12] Locate Object
[3] Continual Light
[15] Phantasmal Force

Third Level Spells:
[19] Suggestion
[12] Hold Person
[11] Haste
[20] Water Breathing

Fourth Level Spells:
[1] Charm Monster
[19] Wall of Ice
[15] Protection from Normal Weapons

Fifth Level Spells:
[3] Chaos
[16] Telekinesis

Sixth Level Spell:
[11] Legend Lore

Example 2:
For this second example, we'll use John's excellent Vancian spell lists, but only roll up the contents of the spell book through spell level two, since levels 3-6 work the same as level two. Note that John's spell lists count The Arcane Cypher (read magic) as a zero level spell and split the 30 first level spells into ten offensive, ten defensive and ten miscellaneous spells (so two rolls of "1" are fine, since they are rolls on different lists).

Zero Level Spell:
The Arcane Cypher (automatic)

First Level Spells (rolling 1d10):
[1] The Charm of Appersonation (Offensive) 
[1] The Apotropaic Circle (Defensive)
[10] Tenser's Floating Disc (Miscellaneous)
[4] The Importunate Insult (Offensive)
[6] The Howling Rune (Defensive)
[3] The Call to the Unseen Servant (Miscellaneous)

Second Level Spells (rolling 1d30):
[15] The Pattern of the Immanent Sublime
[20] The Spell of Barring and Broaching
[22] The Spell of the Imponderous Bounty
[9] Leomund's Escalatory Escape
[5] Hornung's Deleterious Deflector 

Tuesday, September 25, 2012

Mechanics for Magic-Users of the Order of the Green Hand

Much of this post will build on my previous post on the Order of the Green Hand. I'll try not to repeat too much, and I'll put a bit more history into this post than my previous posts.

The Order of the Green Hand was originally founded by a Sorcerer (think Carcosan Sorcerer, but with the ability to cast any spell as a ritual; we'll get to Sorcerers later in this series) who discovered the Ritual of the Green Hand and numerous low-level Magic-Users from the various Magical Academies who were disillusioned with the zero-sum culture, constant infighting and politics of the Academies. The Order, then, is based on the idea of cooperation and mutual aid. All of the Magical Academies found this idea dangerous both because it shook up their comfortable world and because they recognized that Magic-Users cooperating together, and with Sorcerers, would be much more powerful and effective than the Academies, divided as they were by petty squabbles. They hunted down as many of the early members of the Order as they could, coordinating their attacks on a single night of purging, known as the Night of Green and Red. Most members were killed, but some escaped; most that escaped lost their spell books and were only able, at a later date, to copy the spells they had memorized (and not used during their escape) onto new spell books. A very few members of the Order were able to abscond with a few higher level spells; to this day, the Order's spell books are skewed towards many low-level spells and few high level spells.

The Magical Academies continued to hunt the Order, citing the Order's connection to sorcery to the authorities and expending considerable political capital to convince them to ban the Order and eventually founding an order of Purgators to stamp the Order out of existence. The Order eventually found safe havens, however, in the good graces of kings, lords and city-states which did not have Magical Academies within their territory and desired reliable access to court mages, advice and magically capable agents. Eventually, the Order became established enough that the Academies no longer challenge it openly outside of their own cities (which the Order still has not been allowed to establish a presence in) and the Purgators have dwindled in number and their ranks are now filled with more Assassins than Paladins. The Order, as it has gained power, forged an alliance with the Assassin's Guild to combat the Purgators, who violate the Assassin's strict insistence on their own monopoly on assassination.

As described in my original post, members of the Order have access to many shared resources at the Order's many dormitories. One of these resources is the dormitory spell books. Whenever a member of the Order discovers or obtains a new spell, it is copied into the dormitory's two spell books. Every month the dormitories send one of their spell books on to the next dormitory in a set rotation and once the new spell book arrives any spells that one book has but the other does not are copied into the book that does not have them. In this way, the number of spells available to a member of the order is constantly, if slowly, growing. Mechanically, every month there are (1d6-4) new spells of (3d6-9)th level. (No new spells if either roll goes below 1.)

Despite the enmity between the Order and the Academies, the methodology of their practice of spell-casting is basically the same; after all, the founding Magic-Users of the Order all came from the Academies. The relative inexperience of the founding members was balanced out by their practice of mutual aid as well as the desperation of the early days of the Order, so members of the Order today are able to cast spells just as well as alumni of one of the Academies, save that they don't specialize in certain spells like the Academies do. Like graduates of an Academy, members of the Order must check against their Intelligence scores whenever attempting to learn a new spell; failure means that the spell may not be learned at the member's current level, but a new attempt may be made each level until the spell is successfully learned.

In the methodology of magic outside of casting spells, however, the Order owes much to the Sorcerers within its ranks. Ready help and teaching from Sorcerers enable Magic-Users of the Order to cast rituals of one half their caster level. In addition, members of the Order may copy spells they have not mastered into their spell books and may cast them as rituals, something alumni of the Academies are not able to do. In addition, members of the Order benefit from Sorcerous training in the crafting of magic items; mechanically, they craft them as if they are one level higher than they actually are and as if the laboratory they use is one increment more valuable than it actually is.

Higher-level members of the Order often take administrative positions within the Order, helping to run a dormitory, manufacturing magic items and protecting and advancing the Order through diplomatic and political means. At least one of these members will always be on duty in each dormitory to give help and advice to any members that need it, though they will be most knowledgable about magic and local politics and generally ignorant about other subjects. (If a PC is a member of the Order, when the PC established a stronghold, it will be, or will at least include, a dormitory.)

Each dormitory possesses a modest library and laboratory, serviceable but nothing like the libraries of the Academies. Tables for determining the their value, as well as the mechanical benefits of staff of the dormitory, will be forthcoming.

Finally, it should be noted that Sorcery, that is, the casting of rituals by those without the capability to memorize spells, and especially the casting of rituals which cannot be memorized as spells, has never lost its stigma. The continued presence of Sorcerers within the Order is a secret, even if it is suspected by many. Low-level Magic-Users in the Order are not told of the presence of Sorcerers within the Order and Sorcerers of all levels are aided in passing as Magic-Users. Once a Magic-User has reached fourth level (also the level where one no longer must surrender magic items to the Order, and when the hands turn green), the Magic-User is told of the membership of Sorcerers and introduced to the dormitory's book of sorcery, which contains all the rituals the Order possesses (mechanically, three kinds of rituals will be in the book of sorcery: rituals for which the Order does not have the spell, since rituals may be cast from spells, but spells cannot be cast from rituals as the ritual "write-up" contains less information than the spells do; rituals that may not be cast as spells at all, such as Carcosan rituals; and, finally, the ritual write-ups for all the spells that the Order has, including all the information necessary to rebuild actual spells, as back-up).

When first given this information – the membership of Sorcerers, the reality of Cthuloid beings, the possession of horrible Carcosan rituals by the Order – the Magic-User must roll at or under Wisdom or go catatonic (and unplayable) for d100 days; this same risk is repeated the first time the Magic-User attempts to study a Carcosan ritual (so it is in the PC's best interest to study one at the first opportunity so that this risk doesn't have to be run when time is of the essence).

Saturday, September 1, 2012

Graduates of the Academies of Magic

Today's post is about Magic-Users who attended and graduated from an Academy of Magic. Like yesterday, I'm going to try to save description that isn't related to the mechanical until later; hopefully this will result in a shorter post than yesterday.

A Graduate of one of the Academies of Magic leaves his Alma Mater with a Book of First Level Spells in hand. This book contains all the first level spells that are known to the faculty at the Academy. When sufficient funds are raised, the Magic-User is allowed to buy the Book of Second Level Spells, the Book of Third Level Spells, and so forth; similar to modern university textbooks, these texts are over-priced. They are also basically huge scrolls, so the Magic-User must copy them over into his own spell book in order to be able to memorize them. (The Academies and which spells they have in their spell books are generated using this method.)

Sadly, the Academies of Magic are not solely dedicated to the understanding and use of magic; byzantine politics distract professors and students find it difficult to compete with each other for enough attention and training to fully grasp the principles of magic in a deep, exhaustive way. Because of this relatively more shallow understanding of magic, compared to apprentices of independent Magic-Users, graduates from Academies of Magic might not be able to master a spell upon first casting Read Magic upon it. Each time a graduate tries to learn a new spell, the player must roll at or below the graduate's Intelligence score or the graduate will not be able to master the spell; the graduate may not attempt to learn the spell again until a new level is gained, at which point another Intelligence check is allowed to determine whether the graduate's increased skill, knowledge and understanding have made the spell accessible to the graduate. Note that the graduate will normally roll on every spell in a Book of N Level Spells after buying it. Possession of these texts do not automatically constitute being able to use every spell within; in fact, it's unlikely.

Alumni of an Academy of Magic may pay (100 gp/hour or fraction thereof) to have "office hours" with a professor, who, so far as mechanics are concerned, may be treated as a sage but isn't limited to only serving that function; politics, role-playing, advice-giving and so forth are encouraged. If PCs bring a question or problem, along with new information of some sort, to a professor who specializes in a field related to the question or problem, there is a 1/6 chance that the professor will do the research for free out of gratitude and to encourage the PCs to bring further new information to him.

Each academy specializes in certain types of spells and magic and so graduates from each academy are able to cast certain spells more effectively than others. These will be detailed in future posts about the specific academies.

Each Academy of Magic has an extensive library which is open to all alumni free of cost. Graduates may freely research here, but they must still expend resources as normal when researching spells, since material components are used when figuring out spells. The precise value, and the mechanical benefits, of each academy vary and will be detailed in the future.

Graduates of an Academy of Magic are used to approaching magic in a workmanlike, methodical way that matches better with conducting rituals than the more thorough approach of independent Magic-Users. Still, their less complete understanding of magic keeps them from truly excelling with rituals; like independent Magic-Users, graduates of an Academy of Magic may cast rituals of one third their caster level (with the same component and time costs as well).

Friday, August 31, 2012

Independent Magic-Users

I'm going to spend the next few posts detailing the different affiliations and organizations Magic-Users can be involved with in my campaign (ignoring for the time being that I'm not currently running games).

Today's post is about independent Magic-Users, those Magic-Users who neither attended an Academy of Magic nor belong to the Order of the Green Hand, but, in much the way Gary outlines in the DMG, apprenticed with a Magic-User of at least 6th level and, having completed the apprenticeship, struck out alone to make a life for themselves. Below are the mechanics I've come up with; they necessarily include flavor to explain how they work, but I'm holding off on explaining non-mechanical flavor until another time.

Independent Magic-Users receive individualized attention and their education emphasizes exhaustive comprehension of magic. Especially intelligent independent Magic-Users have a small chance to be directed to a master who can teach them to understand magic well enough that they don't need spell books and instead permanently memorize a smaller number of spells (in the manner of the Order of Trehaen from The Majestic Wilderlands); Magic-Uses with Intelligence 17 have a 1/6 chance and those with Intelligence 18 have a 2/6 chance. Magic-Users who qualify for this are allowed to refuse.

The Magic-User automatically receives a spell book with four spells from the Magic-User's master upon completion of his apprenticeship. To determine whether, and for how long, the master will continue to aide and guide the Magic-User, roll 1d4 and add the Magic-User's Charisma bonus. Any result above zero represents the level after which the master will consider the Magic-User to be completely "on his own," when the master will no longer provide free help in usual circumstances. During each level the master continues to help his apprentice the master will send the Magic-User on a single quest.

Until the master considers the Magic-User to be on his own the master will send randomly selected spells to the Magic-User each time the Magic-User levels up. When the Magic-User gains access to a higher rank of spell slot, the master will send four spells; when the Magic-User levels but doesn't gain access to a higher spell slot, the master will send a single spell. The master will also provide guidance and advice if consulted and has a 75% chance to agree to answer questions in the manner of a sage for free.

Magic-Users who don't require spell books receive as many new spells as they have newly gained the ability to memorize (usually only one). They are allowed to choose from their master's repertoire (which, in all cases, should be determined beforehand; I haven't figured out exactly how yet, but plan to do so and include it in a future post).

All of this ends when the Magic-User passes the level rolled above; though the relationship may still be friendly and close, the Magic-User isn't getting any more free lunches. Rolling a low number, or below zero, should not necessarily be interpreted as having a poor relationship with the master; the master may simply be too busy or think too highly of the talents of the Magic-User to "coddle" him with spells and assistance.

Spells given as gifts to the Magic-User by the master are the only free spells independent Magic-Users receive; they do not automatically gain any spells just by leveling up. To acquire more spells, they must trade for them, research them or obtain them in the course of an adventure.

Because of the intense, high-caliber nature of their study of magic, independent Magic-Users automatically are able to learn any spell which they use Read Magic upon and have an appropriate spell slot for; unlike other Magic-Users, they do not need to roll to check whether they comprehend a new spell when they try to learn it.

In addition, independent Magic-Users are able to attempt to "catch" spells as they cast them, retaining them in their spell slots. Attempting this is optional and success is determined by making a save (versus Spells if you're not using S&W), modified positively by caster level and negatively by spell level. Fumbles occur on a roll of 1 for the top three spell levels.

Independent Magic-Users are, with good reason, a distrustful lot that generally keep to themselves, but they will occasionally interact with each other to trade knowledge. While a Magic-User is a certain level, he will be approached as many times as his level by other Magic-Users seeking to acquire a spell he has (once while first level, three times while third level, nine times while ninth level, and so on). The referee should roll on the lowest die that goes higher than the Magic-User's level (1d4 for first and third level, 1d10 for ninth level, and so on); this determines the level of the NPC Magic-User that approaches the Magic-User.

The PC Magic-User may propose any price in money, spells, magic items and quests for the spell in question. For most prices, the referee should make a reaction roll for the NPC; any neutral or positive result signifies acceptance of the terms. Referees should use judgment and automatically accept exactly fair offers (such as a strict trade of spells of equal level) and automatically reject only the utterly unreasonable and actually impossible offers; NPCs of the same or higher level than the PC will not accept quests. If the NPC refuses an offer, further negotiation is possible: the PC may make 1d4 further offers (which must be better than all previous offers to be considered), rolled on the reaction table as before, before the NPC walks away.

If the PC gives what the referee rules to be a "fair" (not necessarily "exactly fair," but very close) trade to an NPC of lower level the first time an offer is made, a second reaction roll should be made. If a positive reaction is rolled, the NPC has not merely congratulated himself for finding a good deal and moved on, but has noticed and appreciated that the PC made a fair offer and will seek to build a relationship of some kind with the PC. How this is done is left to the referee's option, but might include further offers of trade, sharing important information, offering to pool resources, offering charter membership to any organization the NPC starts, or applying to become a henchman.

If the referee rolls the most negative reaction on this second reaction roll, the NPC perceives the PC's fairness as weakness and pretends to pursue a relationship, as above, with the PC, scheming all the while to destroy the PC and profit thereby. This will, ultimately, result in the entire party's lives being put in danger.

Because of their deep understanding of magic, independent Magic-Users are able to research spells more effectively than other Magic-Users. For spells the referee rules are not too obscure to be discovered in this way, the Magic-User may spend time in libraries of sufficient value and size (probably double the value that gives the highest bonus to regular research in whatever rule-set you're using) researching a particular spell, hoping to piece together the formula for the spell. At the end of the period of research, the Magic-User gets a single percentile roll to have discovered the spell; the chance to have discovered the spell is the number of days spent researching divided by the level of the spell they were researching. For example, if a Magic-User spends 75 days researching a third level spell, the Magic-User will have a 25% chance to have discovered it.

Finally, in my campaigns all spells may be cast as rituals that take ten minutes per spell level to cast and cost the spell level squared multiplied by ten gp in components to cast, but rituals do not need to be memorized and do not take up spell slots (much as in The Majestic Wilderlands). Rituals approach magic without trying to understand why anything works the way it does and so do not come naturally for independent Magic-Users, but they make up for this with the depth of their understanding of magic. Independent Magic-Users may cast rituals of any level up to one third their caster level.

Thursday, August 30, 2012

Avaricious, Zero-Sum Magic-User Culture

So one of the important things from yesterday's post was the way Magic-Users in AD&D don't share spells with each other easily; in fact, they only agree to share spells when they get an unfairly good deal. For example, getting two spells for one, or two spells and a magic item, or something of that nature; Magic-Users, then, in AD&D treat each other very unfairly, taking advantage of each other whenever they get the chance.

Having read the Dying Earth books, I can't help but make the connection that Rhialto and the other magicians in his conclave treat each other in much the same way, except for one major difference: they flat-out don't trade spells or items with each other.

There are, however, cases in the Dying Earth books when wizards engage in trade for knowledge and spells. Let's look at two:
Soon he came to a long low manse of red stone backed by dark trees. As he approached the door swung open. Turjan halted in mid-stride.
"Enter!" came a voice. "Enter, Turjan of Miir!"
So Turjan wonderingly entered the manse of Pandelume. He found himself in a tapestried chamber, bare of furnishing save a single settee. No one came to greet him. A closed door stood at the opposite wall, and Turjan went to pass through, thinking perhaps it was expected of him.
"Halt, Turjan," spoke the voice. "No one may gaze on Pandelume. It is the law."
Turjan, standing in the middle of the room, spoke to his unseen host.
"This is my mission, Pandelume," he said. "For some time I have been striving to create humanity in my vats. Yet always I fail, from ignorance of the agent that binds and orders the patterns. This master-matrix must be known to you; therefore I come to you for guidance."
"Willingly will I aid you," said Pandelume. "There is, however, another aspect involved. The universe is methodized by symmetry and balance; in every aspect of existence is this equipose observed. Consequently, even in the trivial scope of our dealings, this equivalence must be maintained, thus and thus. I agree to assist you; in return, you perform a service of equal value for me. When you have completed this small work, I will instruct and guide you to your complete satisfaction."
"What may this service be?" inquired Turjan.
"A man lives in the land of Ascolais, not far from your Castle Miir. About his neck hangs an amulet of carved blue stone. This you must take from him and bring to me."
Turjan considered a moment.
"Very well," he said. "I will do what I can. Who is the man?"
Pandelume answered in a soft voice.
"Prince Kandive the Golden."
"Ah," exclaimed Turjan ruefully, "you have gone to no pains to make my task a pleasant one… But I will fulfill your requirement as best I can."
"Good," said Pandelume…
In this passage, Turjan approaches Pandelume seeking training so that he can successfully grow humans in vats and Pandelume agrees to train Turjan to his "complete satisfaction" (and will in fact do so later in the story) in exchange for Turjan stealing an amulet from Prince Kandive. The encounter is guarded – Pandelume won't even let Turjan see him – and business-like, but Pandelume, in my judgement, isn't asking Turjan for something out of proportion with the training Pandelume is willing to give; I think Pandelume is serious when he talks about "equivalence," and isn't just describing a bad deal for Turjan in flowery terms, as typical as that would be of most Dying Earth characters. Pandelume equips Turjan for his quest and Turjan accomplishes it with little trouble. There's certainly some quid-pro-quo going on here, but no outright exploitation.

Let's look at the next passage:
Prince Kandive the Golden spoke earnestly to his nephew Ulan Dhor.
"It must be understood that the expansion of craft and the new lore will be shared between us."
Ulan Dhor, a slender young man, pale of skin, with the blackest of hair, eyes, and eyebrows, smiled ruefully. "But it is I who journey the forgotten water, I who must beat down the sea-demons with my oar."
Kandive leaned back into his cushions and tapped his nose with a ferrule of carved jade.
"And it is I who make the venture possible. Further, I am already an accomplished wizard; the increment of lore will merely enhance my craft. You, not even a novice, will gain such knowledge as to rank you among the magicians of Ascolais. This is a far cry from your present ineffectual status. Seen in this light, my gain is small, yours is great."
Ulan Dhor grimaced. "True enough, though I dispute the word 'ineffectual'. I know Phandaal's Critique of the Chill, I am reckoned a master of the sword, ranked among the Eight Delaphasians as a…"
"Pah!" sneered Kandive. "The vapid mannerisms of pale people, using up their lives. Mincing murder, extravagant debauchery, while Earth passes its last hours, and none of you have ventured a mile from Kaiin."
Ulan Dhor held his tongue, reflecting that Prince Kandive the Golden was not known to scorn the pleasures of wine, couch, or table; and that his farthest known sally from the domed palace had taken him to his carven barge on the River Scaum.
Kandive, appeased by Ulan Dhor's silence, brought forward an ivory box. "Thus and so. If we are agreed, I will invest you with knowledge."
Ulan Dhor nodded. "We are agreed."
And later, once Ulan Dhor's adventure is complete:
"Quiet, girl, quiet," admonished Ulan Dhor. "We are safe; we are forever done of the cursed city."
She quieted; presently: "Where do we go now?"
Ulan Dhor's eyes roved about the air-car with doubt and calculation. "There will be no magic for Kandive. However, I will have a great tale to tell him, and he may be satisfied… He will surely want the air-car. But I will contrive, I will contrive…"
This is a little more confrontational, but still the agreement is to share the spoils equally. When Ulan Dhor's expedition across the sea doesn't turn up magic that is easily shareable, then Ulan Dhor begins to scheme as to how he will keep what he wants, namely the air-car, but, from the way he dealt with his Uncle Kandive earlier, this scheming seems likely to be planning ways to convince Kandive to let him keep the car, rather than outright cheating him.

I think it's important to note that when wizards in the Dying Earth trade with each other they certainly push hard bargains and aim to acquire what they desire, but that they also strike reasonably fair bargains. The most greedy, scruple-less wizards, like Rhialto and company – the ones I can't imagine striking fair bargains with each other – tend not to trade knowledge or spells or magic with each other… probably because the risk of being had is so high!

Rhialto and his "buddies" also seem to be much higher-level than Turjan and Ulan Dhor. While Turjan depends on Pandelume for transportation and Ulan Dhor sails across the ocean in a boat, Rhialto's conclave is able to traipse about the galaxy. Turjan and Ulan Dhor are much closer to the traditional idea of what a Magic-User in D&D is, both in power level and because they engage in deals with other Magic-Users for knowledge.

Why, then, didn't Gary allow for hard-bargained but fair deals for Magic-Users trading spells? Why do the PCs always get the short end of the stick when dealing with NPC Magic-Users?

I think it's probably due to two things. The first is that Gary stresses over and over again in the DMG that it's important to relieve the PCs of their wealth, and this is just another way to do that. The second is that Gary developed an adversarial DMing style that he included in the DMG and this is just one more way to stick it to the PCs. I don't think that this is necessarily a bad thing on Gary's part; from what I understand, he had power-gaming players that practically forced Gary to play in this way if he didn't want himself and his campaign world to be walked all over by his players. Clearly, both Gary and his players enjoyed playing this way - otherwise D&D would never have been published - so I don't have a problem with it, but it's also important that I take Gary's advice that worked so well for him in his DMing situation with a grain of salt if I'm in a completely different DMing situation (which I am, since I've never had power-gamers of the caliber of Gary's at my table).

I certainly don't think the avaricious nature of Magic-Users in general needs to be changed that much; after all, it's quite flavorful and, I think, adds a lot to the setting. I do think it does need to be moderated and tweaked some, and that's what I'll be doing, among other things, in some posts that I plan to begin posting soon.

Tuesday, January 3, 2012

Two Questions

So, I've got two questions for my readers. The first is a question of style, and the second one is an obscure question about Arduin and prismatic walls.

1. If my players continue along their present course of action, that is, exploring in the same direction on this level of the megadungeon they are exploring, they will find a few Carcosan ray-guns. The PCs will have never have seen anything like them before in their lives. How would you describe a rifle to someone who's never seen one before? I don't want what these are to be immediately obvious to the players; also, how would you adjudicate figuring out how to work the rifles? Roll at-or-under Intelligence?

2. So, in both the lists of prismatic walls in Arduin I and Arduin V there's the Green and Yellow (or Greenish Yellow) wall which works against everything related to dragons. Dragons can't physically pass it, their breath weapons are blocked and even their magic cannot pass the wall. The only way that a dragon can destroy this wall is to cast a "Trigger" spell at it, and that's the rub. Both the entries for this wall in Arduin I and Arduin V reference the Trigger spell, but don't explain it. Arduin I references it in a footnote as "the aforementioned trigger spell," but I can't find where it's previously mentioned; considering that this is the Arduin Grimoire, it's conceivable that this is just talking about the entry of "Trigger spells" (is the plural a typo? it's the only time I think I've seen it plural) in the chart that it references, or that Hargrave forgot to flesh this out, but I'm hoping not, and it's also Hargrave's style to totally explain himself, just in a place you wouldn't expect, like he does with "competence." I've tried looking around and reading anything that seems like it might be relevant, but I haven't seen anything about trigger spells. Does anyone know anything about this?

Thanks in advance!

Monday, December 19, 2011

20 Questions, Part 7: Strong Magic

The fourth question on Jeff's list is "Who is the mightiest wizard in the land?" The actual personality of the mightiest wizard is a matter for you to decide for your own setting (and keep in mind that an ambitious player of a Magic User will probably have the title of "mightiest wizard in the land" in his sights, so keep both the current title-holder's attitude about that and how your PC Magic User can achieve the title in mind), but there remains the question of what makes this wizard the mightiest in the land. Here are some ways that a wizard can be the most powerful wizard in your campaign.

Answer 1: This wizard is just the highest-level wizard around. She had the most raw talent and the best work ethic and is also pretty old; she'll be legendary not only for her power but also for the adventures she's been on and the feats and services for kingdoms she's accomplished. In a lot of ways, she'll be like Yoda. (To replace her, you'll need lots of hard work over lots of time.

Answer 2: This wizard possesses spells that no other wizard has, or at least more spells than any other wizard. This can be because your setting has different spells available to different wizards, based on who they apprentice with or where they study, or it can be because this wizard has researched and invented a bunch of new spells. (To replace this wizard, find a way, fair or not, to obtain or copy his spell book, or to amass even more spells than he has.

Answer 3: This wizard knows a powerful, non-standard type of magic that gives him access to a privileged spell list. In the Delos setting, Dragons have their own type of Dragon Magic with their own powerful spells. Dragons are loathe to teach them to non-Dragons and will do so only for the very best of reasons; some spells they will completely refuse to teach to non-Dragons. Somehow, through extraordinary service or guile, this wizard has obtained at least some Dragon spells and learned to cast Dragon magic; or perhaps this wizard is a Dragon! Another way to do this is to make other arcane classes, like illusionists or Arduin's Runeweavers, into prestige classes that this mightiest of wizards has taken, making their spell-lists available to him. (To replace this wizard, learn the secrets to this non-standard magic, either through apprenticeship, replicating this wizard's adventures or trickery.

Answer 4: This wizard knows many rituals that few wizards have even heard of and even fewer are willing to practice. The quickest way to do this is to let Magic Users perform Carcosa rituals on top of regular spells. (This kind of wizard won't be disposed to sharing or teaching, so stealing the spell book or killing the wizard are probably your best bets for replacing this wizard.

Answer 5: This wizard specializes in a weird sub-section of magic that is very powerful and esoteric. A good example would be the many prismatic walls in Arduin that take a long time to learn, take a good amount of time to erect and are very hard to dispel. (To replace this wizard, study under him, or go get your own weird sub-section of magic to specialize in; stealing his book will probably not result in much, as it won't make sense at all to a standard wizard.

Obviously, all of these can be combined with each other to make the "mightiest wizard in all the land" even more powerful.

Thursday, December 15, 2011

Some Not-Terribly-Controversial Thoughts on Carcosa

So, I've had about 24 hours to peruse Carcosa amidst writing essays for finals and thinking up puppet-master tables. Here's some thoughts:

There's an encounter with barbarians in the module at the end of the book, which isn't terribly significant in the grand scheme of Carcosa, but here's two things I gleaned from it: the first is a concise way to get a feel for Carcosa. 30 purple barbarians riding bright red allosaurs and led by a red man wielding a pulse rifle, out hunting for those that worship or in any way interact with the Old Ones. If you need a one-sentence image to communicate Carcosa that doesn't dwell on the sex, torture and human sacrifice, that'll do it. I'll leave whether you want to do that up to you; since I'll never run Carcosa as-is, but will be cherry-picking from it, I don't see that I'll ever really need to give someone a mental image of Carcosa, but there it is. I suppose if you wanted to strip the vile aspects of Carcosan sorcery and then run Carcosa as-is, that would work.

The other thing I noticed is the mechanical descriptions of the barbarians: they have an attack bonus of a Fighter two levels higher than they are and they never have to check morale. A criticism I think is valid is that Barbarian classes usually involve mechanics like raging/berserking that take control of barbarian characters out of their players' hands. The mechanics in Carcosa got me thinking about taking the opposite tack: how about when every other character needs to make a save or have mechanics take over control of the character Barbarians don't need to worry? The obvious situation would be save vs. fear situations and when some big bad causes awe in its enemies that make them roll all their dice with negative modifiers. It's probably pushing it a bit far to make a Barbarian immune to things like Charm or Sleep, though.

One thing I don't get: Carcosan sorcery is really horrible, but what do the sorcerers do with the Old Ones once they've conjured and subjugated them to their will? I mean, what are the Old Ones good for? I suppose a sorcerer could turn them on a settlement, or maybe an alien base, to destroy it, and sorcerers can get information from them, but nothing in Carcosa that I've read so far indicates that the Old Ones know anything in particular besides details of sorcerous rituals. I suppose that a referee can have them know anything that a sorcerer would be interested in knowing, and sorcerers can find lots of uses for Old Ones if the ref/player wants them to (the "why have us do any more of our imagining for you?" argument); it's just that I'm having trouble believing that sorcerers would mess with the Old Ones without very compelling reasons to, seeing as how they're so dangerous and all, and how kidnapping, raping, torturing and killing other people's kids tends to lead to them wanting to hang your "carcass from a tree," to quote the desires of the barbarians mentioned above. Maybe I haven't read enough Lovecraft (though I haven't ever heard of any Lovecraft stories that involve subjugating Old Ones to a character's will- if you know of one, please let me know), but I can't think of many compelling reasons to do that in Carcosa, at least not off the top of my head; warfare is about the only thing that comes to mind, but Carcosan sorcerers are adventurers, not ranking members of villages, so that isn't totally satisfying. Ah, well, if the PCs stop and kill a sorcerer before he can complete his ritual or be interrogated, he almost doesn't even need a reason, now does he?

Tuesday, November 29, 2011

Why I don't use Clerics

For some reason I've been thinking more about Clerics lately, and why I don't use them. I thought I'd jot down my reasons. Feel free to comment.

Miracles and Levels: Probably my biggest beef with Clerics is that their God/gods will help them, but only so much. I don't see why, if it's the deity's power and not the Cleric's, the power should get stronger and more effective as the Cleric levels up, unless we've got a really fickle deity here. It seems like a deity would say "hey, there's this guy that's much more dedicated to me than the average person down there, and I usually help him out when he asks, so why not grant whatever it is that he's asking me, seeing as how it totally aligns with what I'm about?" If spells and turning undead are really just the power of the deity, why does this change as the character changes?

I realize that a lot of this thinking comes from my Christian background. While a lot of miracles in the Bible are the inspirations for D&D miracles, in the Bible miracles don't tend to get more amazing as the person they are associated with gets more experienced. Instead, miracles tend to meet the needs of the moment, demonstrate the unquestionable power and reality of God and also tend to be unique, as opposed to the reproducible formulae of D&D magic. Even in, say, Greek polytheism, though, miracles are questions of the god taking on the problem and aren't based on how "good" at something (or however we want to analogize levels to Greek myth) the character the miracle is done for is.

I also realize that there are mechanical reasons why this is the way D&D Clerics work. It just doesn't make sense to me so far as setting goes. Vancian magic and spell levels that go up as you level up just don't seem to fit the idea of a Cleric nearly so well as they fit the idea of Magic Users, in my opinion. Also, for mechanical reasons, having the Cleric able to get whatever miracle is asked for is out. For non-railroady reasons, making up my own miracles and making them happen whenever I see fit is also probably not a good idea, though it might be a possibility if it was done really well.

Undead: I don't use undead in my campaign, largely because it seems to me to make the divine in the setting inept. That is, why would a deity that doesn't want undead to exist need a mortal and a little piece of metal or wood to be present in order to keep something dead? I suppose that the undead might make sense if the setting's cosmology is strictly dualistic, with Good and Evil equally powerful, and I suppose the argument might be able to be made that much of D&D, especially AD&D and later, actually does have that dualistic cosmology, but I've no particular interest in running a game like that. Most people throughout history haven't held to a cosmology of Good vs. Evil, and especially not to an even match-up of Good vs. Evil, instead holding to the concrete personhood of whoever they worship and in that deity's dominion over however much of the world they believe their deity controlled. Good vs. Evil as THE story of the universe is a pretty rare way to look at the world, and one I'm not interested in, both because I don't believe in it and because I've seen some of the evil (yes, I do believe in good and evil, just not that they are THE lens to see the world through) that can occur when people do see the world that way and I don't want to encourage it.

Healing: This is really more of a mechanical disagreement than a question of me "getting" the Cleric. I don't like healing being the exclusive domain of any one class, mostly because I don't want either that class to be seen as a "healbot," nor do I want players to feel that one of them needs to be that particular class so that healing can occur. That's why I've let classes like Barbarians and Rangers in the past and Scoundrels in my current game be able to heal. It's also why I use the rule that minor healing can occur for every character immediately after a combat is over, by way of first aid. This doesn't exactly make the Cleric worthless, as Clerics could be just another class that has healing abilities, but it also makes them less special.

So, in conclusion, if I have a problem with divine magic being tiered with levels, the existence, as well as the turning, of undead, and have given healing to other classes as well, the Cleric ends up looking like a really pious Fighter who doesn't fight as well as the Fighter, so it doesn't make a lot of sense to include them in my games. I know this is a very minority opinion, though, and I am truly interested in comments from people who do like and use clerics.

Monday, November 7, 2011

Potion Components

While I acquired a PDF of Judges Guild's Ready Ref Sheets from RPGNow a while back, I recently realized that dead-tree versions are for sale, in great condition, for three bucks, over here, so I bought two.

One of the entries I'm on the fence about using is the Wizard' Guide, which goes into how much it costs to make magic weapons, armor, wands, rings and potions from which it gives an algorithm to calculate how much an item can be bought for (100 gold x MU level x weeks it takes to make, all on top of the manufacturing costs). It does make potions more expensive than most other systems I've seen (a Vorpal Blade, in this system, costs 100 gold x MU level x 124 weeks + 36200 gold!), but still adds a "magic can be bought" flavor I'm interested in keeping out of my game as much as possible.

One thing it does have, though, that I find immensely inspiring and is the first thing from the Ready Ref Sheets that I incorporated into my game, is that the potions have a single major component that must be obtained along with the regular costs of potion distillation. This creates a great reason why apprentice magic users are out adventuring at low levels: their master wants to create such-and-such a potion and believes that the major component of that potion is available in whatever wilderness or dungeon the apprentice magic user has been sent. (In my game, magic users who are not involved in a guild or magic academy are apprentices to a higher level magic user until they reach fifth level.)

So, here's the list of potions and their major components. If you want to know how long it takes to distill a potion and how much it costs, seriously, go buy yourself a copy of the Ready Ref Sheets. It's well worth the $3 + shipping.

Potion: Component
Growth: Giant Centipede
Diminuation: Snake Eggs
Giant Strength: Hair of Giant Type
Invisibility: Phase Spider's Eye
Gaseous Form: Vampire Dust
Polymorph: Doppleganger Teeth
Speed: Roc Egg
Levitation: Stirge Proboscis
Flying: Pixie Dust
ESP: Owl Bear Feathers
Delusion: Wart Hog Snout
Healing: Aztheleas Plant
Longevity: Mastodon Tusk
Extra Healing: Unicorn Horn
Oil of Slipperiness: Giant Eel
Clairvoyance: Wolverines (plural?!)
Animal Control: Giant Skunk
Undead Control: Mummy Dust
Plant Control: Green Slime (!)
Human Control: Dryad Hair
Giant Control: Hair of Giant Type
Dragon Control: Horn of Dragon Type
Invulnerability: Giant Slug
Fire Resistance: Hell Hound Teeth
Treasure Finding: Beholder Eye
Heroism: (Blank, but I'm assuming it's Hydra Teeth like the next entry)
Super-Heroism: Hydra Teeth
Oil of Etherealness: Sea Monster Oil (apparently it doesn't matter what kind of Sea Monster?)
Water Breathing: Crocodile
Poison Antidote: Same as Poison (yep, the poisons all have components too- go buy this, seriously!)
Dust of Sneezing: Pepper Plant
Dust of Appearance: Displacer Beast Tentacles
Dust of Paralyzation: Purple Lotus
Dust of Sneezing and Choking: 2 Yellow Lotus (in light of the "2" specified here, it looks like it really is plural wolverines that are required for a potion of Clairvoyance)
Dust of Disappearance: Shredded Elven Cloak (!)
Philtre of Healing: Lammasu Feathers
Tanglefoot Nuts: Tanglefoot Plants (does anyone know what these are?)
Web Nuts: Giant Spider (are "nuts" just small items that you can throw down and they'll explode, releasing whatever their flavor is- tanglefoot goop or webs or something?)
Holy Water (apparently a potion that requires a week of distillation by a Magic User, unless one interprets this to be a "potion of Holy Water," in which case I have no idea what it's supposed to do better than Holy Water…): Patriarch Blessing (this makes Holy Water even more difficult to make than in Raggi's LotFP:WFRP!)
Salve of Healing: Rust Monster Claw (!)
Powder of Unconsciousness: Yellow Lotus
Dust of Death: Black Lotus

Saturday, November 5, 2011

Arduin Magic Domains

Typing up the Arduin Special Ability Charts and tweaking them for my own campaign (converting skills to my own skill system, replacing undead with fungus and so forth), I realized that the Magic User chart has a system of magic schools or categories, like many people have house-ruled and like D&D 3.x made a part of the magic system under the moniker "domains." Here it is. I may do something with this someday, but not now.

Movement
Fire and Light
Animation and Disanimation
Time and Gate
Undead
Sleep and Charm
Cold and Poison
Fear and Confusion
Elemental
Polymorph
Liquid
Teleport, Phase and Dimension Door

Is this a reasonable division of schools or domains of magic? Are there any spells you can think of that don't fit into one of these categories?

Thursday, September 1, 2011

"But I don't Wanna Prepare Meteor Swarm!"

So, say you're running Grimpa the 20th level magic user. Grimpa's high up on the totem pole of the Order of the Green Hand, so it's her turn to help make a Wand of Magic Missile (we'll be using LotFP:WFRP rules for this exercise). The wand needs 99 charges; that means that Magic Missile needs to be cast into the wand 99 times, all at once. Grimpa, though, only has eight 1st level spell slots. We've got a problem. Either she's is going to need a whole lot of scrolls, which take a long, long time to make (and are expensive!), or she's going to need 12 other 20th level magic users to help her out.

Or does she? She's not going adventuring today. Her colleague Melmok, who has the unfortunate propensity to accidentally open gates to The Place Where Large Things That Kill You Live, is gone for the month. Her plans for the day include some pleasure reading, checking the library to see whether any lower level Guild members need any help and eating out with a couple friends. There's really not a need for any other spells. What about Grimpa's 37 other spell slots? Could she use those?

Which brings up a good question: can magic users fill spell slots with lower level spells?

I'm thinking of three pretty good answers for this.

1) No. That's not the way Vancian magic works. Everything has to fit exactly. You can't put a 9mm bullet in a .45 chamber and expect it to fire, can you? Don't complain, you get to break the laws of the universe every day while your buddy Thog over there only gets to bash skulls.

2) Sure, why not? Fill your spell slots with any spell that is of the appropriate level or lower. If you really want to cast Magic Missile a few more times instead of Web or Knock, what's that going to hurt? Now Grimpa only needs two colleagues to help her make the wand.

3) Yes. Also, you can cast more spells if they are lower level than your spell slots. You can fill a spell slot with 1.5 spells that are one level lower, 2 spells that are two levels lower, 2.5 spells that are three levels lower and so on. So Grimpa can cast three Magic Misiles with two 2nd level spell slots, two Magic Missiles with one 3rd level spell slot, five Magic Missiles with two 4th level spell slots and so forth. With this system, Grimna can cast her 99 Magic Missiles and doesn't need anyone's help in making her wand. She can even cast the Permanency spell that's also necessary for making the wand; all told, she could prepare 114 Magic Missiles if she wanted to.

What do you think? Is there another good answer to this question? I personally like the third answer the best. I doubt this kind of thing would be used by PCs very often, but I'd be interested to see whether they would in fact use this at all. It feels like this would open the door up for more creative spell use, but is it too lenient?