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More from My Son

My son is a creative boy. In light of John Cleese's commentary on creativity, he has the lifestyle.

One of his favorite things to do is to ask what an object would be like in a magical 'land' where it could walk and talk. For example, he will ask things like, "what are dolphins like in Dolphin Land?"

Today's question was, "what are letters like in Letter Land?"

This got me to thinking about a place in the Astral Sea where everyone can cast 1e style cantrips with a simple sound. This would be little things like burp, hiccup, spice, clean, etc. However, more powerful magics require multiple individuals speaking their spell together. This is analogous to letters coming together to form words.

I don't want to do anything as complex as determining which individual cantrips come together to form more powerful spells. Most languages with an alphabet (as opposed to a syllabry) have individual sounds that form words together without assigning a meaning to the individual sound. For example, in the word "fun" in English, the letters by themselves have no meaning.

What this means is an entire culture where individual spellcasting is practically non-existent or somehow culturally abhorrent. There wouldn't be mages or clerics in an adventuring party, but the party as a collective whole could perform magic.

What this allows is a party that is connected together by their religion adventuring together. The collective whole functions like a cleric (heal spells, turn undead, etc.) but individually, the members have different functions. In a D&D sense, the party would basically be variations of fighters and thieves.

Thinking further, though, it may not make sense to have a dichotomy between divine and arcane magic at this point. Combining the spell lists, so to speak, leaves open the question of how the party could turn undead. As a tangent, being undead could come to mean in this culture, that the individual no longer has their cantrip and cannot contribute to a community casting a spell. Being undead means a loss of identity and a loss of community which is why undead are so feared.

As a tangent to the tangent, individuals that lust for power would work on a different kind of magic that the society would find abhorrent outside of necromancy. Necromancy is bad enough, animating bodies that have no identity or community. This new form of magic would seek to artificially create a community so that an individual, instead of a group, could cast more powerful spells. This could be something like a secret room in a stronghold that imprisons individuals or as odd as somehow combing individuals as an amalgam. The Amalgam would be abhorrent to the society because it is not willing community and because of the stripping of identity of many so that one can become its own community.

Back to adventuring parties, there are two ways to increase diversity in the spells that they can cast. One way is for individuals learn more cantrips. This would not be a frequent event. An individual may learn three or four cantrips in an entire lifetime. (No, they cannot combine them to cast spells for themselves.) The other way is to increase the size of the party over time. This would give new members of the party a meaningful way to contribute without functioning strictly as meatshields. (Meatshields aren't bad. I use them in other settings. In this society, though, I'm not sure the idea of meatshields would fit.)

Another thing this idea allows is for a village to be able to ward off a big bad monster without necessarily hiring some mercenaries to do it. The entire village can come together to cast one "big" spell to banish a demon or ward off an ancient dragon.

It occurs to me that there should be a class of individuals that study magic so that it is known who to put together in order to cast a spell. Individuals know their cantrip(s), but someone outside of the individual would need to know how to put them together. (This could be this society's idea of leadership.) Thinking of Fighters as people that solve problems with weapons and strength and Thieves as people that solve problems by using their skill, one of the skills a thief (or an LOTFP specialist) would be the study of magic. In essence, he or she would be like a sociologist.

This would also make certain monsters, like orcs, dangerous at all levels of play. Increasing the number of orcs increases their sword power *and* their magic power. Hmmm.

Passing thought - maybe dragons can still be individual spellcasters, one of the many reasons that they would be feared, but their power would come from the amalgam type of magic mentioned earlier. Dragons wouldn't eat people, but keep them for the ability to be a spellcaster.

For ACKS, the party may need to be able to gain proficiencies as a group. I need to think about that some more. What do you think?

Just some food for thought on a Saturday. Feel free to steal and use for your purposes if it spurs some ideas.

Upcoming (Hopefully) Kelyn of Ilrion PDF

Reposted from the Google Plus page:

Looking to expand the Kelyn NPC from the previous post. The post about his unusual companion, Mishabroo, contained information about the mage at various levels. I hope to make it into a PDF with full stats of Mishabroo, two (only two) new proficiencies, new spells, new creatures and hopefully some new magic items. April is really busy, so I'm not sure of the timeline.

It will be stated per the ACKS rules, but hopefully won't be too hard to adapt to other systems.

I worry about proficiency inflation, so I only add two. One of them is a mage class proficiency related to mages that train under Kelyn. It will be similar to the Black Lore of Zahar proficiency. The other has to do with Kelyn's ability to quickly create formulas for magic items.

The spells will deal with Kelyn's unusual focus on constantly improving Mishabroo, his fear of teleportation and psionicists and his dislike of blasting spells like Fireball and Lightning Bolt. One of the spells will be Call Primordial - this is related to a series of posts I did on primordials a few months ago. Some of the other spells, including ritual spells, will come from the SRD.

The new creatures will initially come from his early cross-breeds and constructs. Kelyn has a preference for constructs, mostly because he is trying to duplicate Mishabroo and is unable to do so. Other creatures will be stated forms of the primordials mentioned earlier.

Kelyn won't have a fully detailed repertoire in order to allow GMs to customize him into their campaign. The snapshots of Kelyn through history should also allow adventures in time.

As far as the new magic items, a couple of them will appear to be of little use to the PCs. Hopefully these items can serve as hooks for possible new quests.

Mishabroo

Kelyn was born into a family of modest means. For reasons known only to the gods, he was born an only child. Others in the village of Issenthale, where he grew up, considered this a bad omen for the family. It wasn't his use of magic - a handful of children in Issenthale had the gift. More than that, the local mage was friendly enough and did what she could to help crops grow and protect the village from goblin and ire goblin raiders. What troubled the people of this small village was that Kelyn manifested his powers at five years old.

Most children with the gift do not begin to manifest the gift until twelve or thirteen years old. Even the local mage marveled at his tender years. She immediately began his training despite the fact that Kelyn's family could not afford the training. She was more concerned about him controlling the power rather than money. She felt responsible to do what she could to help.

When Kelyn began his training, the mage soon discovered that he had a great talent for magic. He had a knack for learning the language of magic very quickly. At the time, his ability to manifest magic seemed to be quite limited.

After two years, though, the mage doubted her ability to handle him and recommended that the family send him to her mentor in the city of Ilrion. The family did not want to be separated from Kelyn, but painfully agreed that it was best. The mage supported his training to avoid inflicting double pain on the family.

On the journey to Ilrion, he managed to make his favorite toy move on its own. Although roughly formed from odd-shaped wood scraps, Kelyn loved this toy because it was made by his father. Kelyn managed to hide his toy's power for a number of years while he trained.

When he ended his training at the age of 17, he made an unusual request at his graduation. The custom was that a graduate could only take one item from the house and the clothes on their back. Most graduates took the opportunity to take one of the magical devices the great mage either made or found on his many journeys. Kelyn asked only for Mishabroo, the toy made for him by his father. The great mage knew that it had some magical power, but he dismissed the animated toy as a trifle.

Those that know of  Kelyn of Ilrion are well aware of the error of that assumption. Mishabroo is the feared companion of Kelyn. Despite its rough appearance, unchanged since its creation, Mishabroo demonstrates a wide range of powers.

Since Mishabroo was awakened on that journey to Ilrion, Kelyn has imbued it with many abilities. Mishabroo has been given a level of intelligence and an ability to communicate through telepathy. Mishabroo can also plant any memory it possesses into the mind of another creature. These memories include many that Kelyn has placed there himself. If Mishabroo is somehow teleported away from Kelyn, it will always reappear at Kelyn's side a short time later.

In combat, Mishabroo can grow to twenty feet tall. It can also transform into stone or iron at any time. It can also extended any one of its limbs out to double its current height. When this power is manifested, the hand and limb appear to be attached by a thick rope. The rope is not visible until this specific power is manifested.

Using Kelyn and Mishabroo

Kelyn is ultimately fated to become a god of magic. When Mishabroo has all the powers described above, Kelyn is almost a demi-god in power. At this point of Kelyn's life, he has researched several unique spells, he has created all manner of constructs and bizarre creatures. He has traveled the Astral Sea and is able to summon any primordial he wishes. He has traveled to the stars and knows how to construct a spacefaring ship.

If Kelyn is encountered just as he is graduating, he will be a 4th level mage. At this point, Mishabroo can communicate through telepathy and has the intelligence equivalent to a dog. Mishabroo can also extend his limbs, however he cannot grow in size, nor manifest any of the other abilities listed above.

Kelyn is at his weakest at this point if you use the ACKS rules. He is not able to create scrolls, potions, etc. He can only imbue Mishabroo with powers from spells he already knows. This means his spell book contains: ESP, Phantasmal Force, Extend Limbs (a custom spell taught by his mentor) and any other spells the GM wishes to provide.

Once Kelyn is able to research spells at 5th level, he begins to amass formulas for creating magic items and generating his own spells. His spell book should include many custom spells, including the processes to call specific primordials.

At levels between 4 and 14, here are some guidelines for the powers that Mishabroo has and certain spells that should be in Kelyn repetiore:

6th level - Mishabroo can visually plant a memory in any creature. Kelyn has just begun to place his own memories into the Mishabroo. Mishabroo can also communicate telepathically and has the intelligence of a dog. Kelyn should have at least Clairvoynace, ESP, Phantasmal Force, Extend Limbs.

7th level - Mishabroo can manifest all powers listed above and can grow to twenty feet in height. Kelyn should have all the spells listed above plus his own spell Grow Wooden Objects. This version allow him to increase the size of any wooden object up to 20 feet tall or double its normal height, whichever is greater. Intelligent creatures get a saving throw.

9th level - Mishabroo can manifest all powers listed above and can turn to stone or iron. Kelyn should have all the spells listed above and the custom spells, Transmute Wood to Stone, Transmute Wood to Iron and Transmute Iron to Stone. All these spells are similar to transmute mud to rock and are reversible. Kelyn should also be able to reliably summon three types of primordials.

11th level - Mishabroo can manifest all powers listed above and can teleport back to Kelyn if it is teleported away from Kelyn. Mishabroo has the equivalent intelligence of a monkey. Kelyn should have all spells listed above and the custom spells Prevent Teleport, Reverse Teleport, Track Teleport, and the ability to call at least five types of primordials. In addition, Kelyn can also creature items that temporarily increase the target's Intelligence.

14th Level - Mishabroo has all the powers listed above and it has the equivalent intelligence of a human (INT 9). Kelyn has many ritual spells at this point. These include Dimensional Lock, Protection from Spells, Maze, Trap the Soul, Clone, Mage's Disjunction, Astral Projection, and Time Stop. Kelyn has also written the Codex Primordicalus - a complete guide to summoning any primordial.

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