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

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.

Wednesday, August 29, 2012

The DMG, Section by Section, Part 15: Character Spells – Spell Acquisition

This next section is super interesting to me, which, along with real life lately, is why I've taken such a long time to write it up. Expect some non-DMG magic posts in the near future.

Day-to-Day Acquisition of Cleric Spells

The big thing about Cleric spells, that I actually don't think I've heard about in ~3 years of following OSR blogs, is that Clerics don't get their spells directly from one source, but from three:

–1st and 2nd level spells are acquired through the Cleric's training
–3rd, 4th and 5th level spells are granted to the Cleric by supernatural servants of the Cleric's deity
–6th and 7th level spells are granted directly to the Cleric by the Cleric's deity

This is very interesting flavor, first of all, especially since the interaction with the supernatural servants is left very open ended and I think it has a lot of room for roleplaying, but the main practical ramifications of this three-tiered system seems to be that Clerics have trouble getting access to high-level spells if they haven't been acting in accordance with the desires and ethos of their deity. Basically, every time they pray for spells above 2nd level they also get chewed out and told to atone for any bad stuff they've done. DMs are supposed to keep track of concrete actions the Cleric has performed that don't line up with what the deity is all about and lay them out whenever the Cleric prays for spells. The Cleric's deity is even stricter than the supernatural servants, but both will give quests to Clerics that are difficult enough that Gary says that the Cleric will be granted the spells necessary to complete the quest. This all applies to Paladins and Rangers, at least when it comes to spells, as well, which strikes me as interesting, since it seems to be saying that Paladins can greatly displease their deities without breaking the terms of their Paladin-hood.

Gary also outlines the hardships involved in Clerics switching deities (the second time they switch deities, they'll just be struck dead).

Acquisition of Magic-User Spells

In AD&D all 1st level Magic-Users are newly "graduated" apprentices of other Magic-Users of at least 6th level. Their master, as a parting present, gives them a spell book with four spells in it: Read Magic and one defensive, one offensive and one miscellaneous spell, randomly chosen by rolling d10s. It seems that AD&D has exactly thirty 1st level spells, but since every Magic-User gets Read Magic and Nystul's Magic Aura and Tenser's Floating Disc are never given to a Magic-User by a master, a roll of 10 on one of these rolls means that the spell is chosen by the player. This is a really nice system, I think, and it's replicated and slightly tweaked in John's awesome document here. (Thanks, John! I'm planning on using your document as the foundation for spells in my games from now on. I wish you had a blog I could link to.)

Gary also hits on the effect of Intelligence on the Magic-User's ability to learn spells. First of all, Intelligence will limit the number of spells of any one level a Magic-User can know. Secondly, with the important exception of the original four spells in the spell book given to him by his master, a Magic-User has a percentage chance to be able to learn a spell that must be rolled when trying to learn a spell; if the Magic-User fails, apparently he will never be able to learn the spell.

Acquisition of Illusionists' Spells

Illusionists differ from Magic-Users in two important ways: Firstly, they don't use Read Magic, but instead use a secret language that all Illusionists know for their spells; Read Magic, or anything of the sort, is not needed. Secondly, they only have 12 1st level spells, which aren't divided into offensive, defensive and miscellaneous categories; the player simply rolls a d12 three times to determine the 1st level Illusionist's starting spells. There is no mention of whether Intelligence affects the ability of an Illusionist to learn spells, but my guess, from the way the section on Illusionists seems to imply that Illusionists work like Magic-Users in every way except for the exceptions listed, that this works the same way for Illusionists as for Magic-Users. My guess is that this is spelled out in the PHB.

Spells Beyond Those At Start

Each time a Magic-User levels up (not when they gain access to a new spell level, which was news to me) he gains a new spell, presumably of the highest spell level available to him. Gary is silent on how to determine which spell this is or what the in-game justification is (I assume that at least some of this is included in the PHB). This means that unless a Magic-User finds spells in another way, the he will always only have a number of spells equal to his level plus four.

Magic-Users, then, will be constantly seeking to find spells in other ways. The first way Gary discusses is getting spells from other Magic-Users. "Superior players will certainly cooperate; thus, spells will in all probability be exchanged between PC magic-users to some extent," Gary says, and advises the DM neither to suggest nor discourage doing this.

PC Magic-Users obtaining spells from NPC Magic-Users, however, is another matter entirely and Gary expects DMs to play the Vancian-style zero-sum game Magic-User culture to the hilt. Gary advises that PCs buying spells from NPC Magic-Users should "pay so dearly for [spells] in money, magic items, and quests that the game is hardly worth the candle." Gary assumes that the PCs will still pay for these new spells, thereby draining the PCs of excess wealth. Henchmen and hireling Magic-Users will offer only slightly better terms: if an employer proposes a trade of spells, the price will be a spell of equal value plus a bonus; if a PC compatriot of the employer proposes the trade, the price is double the value of the spell and a large bonus (from the example, it sounds like sets of three expendable items or a single magic item is a good guideline for the larger bonus). Gary does allow for the previous nature of the relationship between the PC making the request and the henchman/hireling, as well as the personality of the henchman/hireling, to modify the price of trading spells.

Gary points out that this extreme reluctance to share spells on the part of NPCs will make spells found in dungeons or through research extremely valuable to the PCs Magic-Users. He states that, "Magic-users will haunt dusty libraries and peruse musty tomes in the hopes of gleaning but a single incantation to add to their store of magic." I'm unsure whether that is a direct reference to spell research or a separate, flavorful phenomenon that Gary doesn't flesh out; my guess is that it's the former.

One mechanic I wish Gary would have included is how to handle NPCs coming to the PCs for spells; surely every other Magic-User is just as desperate for spells as the PCs, right? So why wouldn't they be coming to the PCs, willing to make unfair trades for the new spells the PCs found in their last dungeon delve? Mechanically, this would even out the zero-sum game so that the PCs don't always get the short end of the stick. This might ruin the constant leeching of money from Magic-User PCs, but it also doesn't strain my suspension of disbelief.

Monday, February 21, 2011

Order of the Green Hand

Telecanter was thinking about guilds a while back.  Here's a magic-user guild I thought up between classes a while back:

The Order of the Green Hand is a well-respected and powerful order of magic-users.  It runs dormitories in all cities and large towns and in most smaller towns. Each dormitory is equipped with a small library of spellbooks and components for copying spells.  Regular circuits from dormitory to dormitory are made by Order personnel carrying any new spells that have been brought to a dormitory.  In this way, each dormitory's library is constantly being updated with whatever spells are researched or discovered by Order members.  The Order makes a practice of approaching fledgling magic-users just as they start out (that is, during character generation), when the powerful benefits they offer seem the most tempting, but also when profits the Order can expect to receive are the greatest.

Benefits of membership in the Order of the Green Hand:
  • A free Staff of Magic Missile, with the maximum number of charges. (I use LotFP:WFRP rules for a lot of magic, so that's 49 charges in my game.)
  • Magical immunity from mind-control spells cast by other members of the Order. (I'm still working out the mechanics, but this will be based on the Majestic Wilderlands' Shield of Magic.)
  • Members are issued green robes.
  • The Order is widely respected and letters of introduction can be drafted for any member.
  • Contact can be made with the Assassin's Guild, which is allied with the Order.
  • Order members may be issued magic items the Order owns at the Order's discretion. (Usually done only when sent on Order business)
  • Free room and board at any Order dormitory.
  • Free access to dormitory libraries, which include most standard spells.
  • Free materials to copy spells into spellbooks and onto scrolls.
  • Free access to dormitory laboratories, but not to components.
The last four benefits become available to members only after they have paid their first dues to the Order.

Costs of membership in the Order of the Green Hand:
  • Members must pay dues to the Order.  Dues are a percentage of the member's income equal to one divided by the character's level; at first level, members pay 1/1, or 100% of their income, at second level, members pay 1/2, or 50% of their income… at twentieth level, members pay 1/20 or 5% of their income, etc.
  • Members must surrender all magic items they acquire to the Order. This requirement lasts only until a member reaches fourth level.  They must make an effort to have a magic item as part of their share whenever a party acquires one or more magic items.
  • Members must accept quests from Order leadership. (Rare. Should only occur once every two levels.)
  • Members remain members for the duration of their lives. Contracts will be taken out with the Assassin's Guild on any member who deserts or is expelled from the Order.
  • Members must copy all new spells they research or discover into spellbooks at an Order Dormitory.  From there, copies will be brought to other dormitories and so the Order's library of spells will constantly grow.
  • Members suspected of violating the terms of membership must accept magical surveillance attached to them to determine whether they are in fact violating the terms of membership.
  • Members may not share magical knowledge with those outside the Order without the Order's explicit and specific permission.
  • Members will slowly turn green. At second level, fingernails and toenails go green.  At fourth level, hands are green. At sixth level, torso and hair are green.  At eighth level, a member's whole body is green.  At tenth level, any clothes worn or tools held turn green as long as they are in contact with the member.  This effect is the result of using the Magic Shield mentioned above.
Players in my campaign, weirdly enough, tend to shy away from magic-users, sometimes complaining that they don't want to only have one spell a day or be so fragile at first level. I figured that a guild that gave them a wand of some sort would be pretty welcome, but I also figured that there would be a lot of costs to that kind of leg up at the beginning of a magic-user's career; fully charged magic staves are expensive and time-consuming! A guild that provided staves to new recruits would need a lot of income to pay for the higher-ranking Magic-Users that spent a good deal of their free time making those staves, hence the high membership fees and the requirement that members surrender all the magic items they find during their first three levels. It makes for a guild that really takes care of its members, but asks a whole lot from them as well. I think that guilds that are big parts of the PCs' lives should be pretty interesting.

Interestingly, the only PC the Order has approached so far was an elf, who, being chaotic, declined because her player felt that she was too interested in freedom to join. We'll see if any other players create magic-users anytime soon.