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Some Houserules About Magic

Here are some things that will appear in the Next Big Project. Specifically, this information covers altering the Intelligence attribute table and moving one thing to the character sheet. Once that information is on the character sheet, there are ways to use the Saving Throw mechanic to cover learning new spells, creating scrolls and more.

On the Intelligence table in S&W, there are columns for maximum spell level, chance to understand a new spell, and min/max spells understandable per spell level. At first, it may seem odd to move the maximum spell level from Intelligence Table and move it to the Magic-User advancement table, but we'll see more about that in the Spell Points system in a future post. In theory, the min/max spells understandable column, a magic-user with INT 15 has a cap on the number of 1st level spells that can be understood. His or her spellbook will never have more than 10 different 1st level spells. In game play, though, I never remember to check this table. So, I removed it entirely.

The big change is making the chance to understand a spell a saving throw.

What are the odds of understanding a new spell on the spot, while in a dungeon and spending very little time studying it? Roll 1d20 greater than or equal to your Saving Throw + Spell Level. For example, a 4th level magic-user attempting to learn a third level spell spontaneously has to beat 15. But wait, 4th level magic-user cannot cast a third level spell! Understanding, in my sense of the game, is different than casting. Once a spell is understood, it can be copied into the magic-user's spellbook and kept for study. Casting the spell requires a certain amount of skill and determination.

My analogy for this is being able to understand a blueprint for building a dog house. I can understand what is required, I know how big the pieces need to be and how all the pieces fit together. The thing keeping me back from building the doghouse is a lack of skill with the tools to cut, measure and align the pieces. I'll get there one day, but right now, I am limited as a carpenter.

Take the same situation and allow the player to spend money on materials and time on study and the bonuses add up. Spending 1000gp or 1 day's time will add +1 to the roll. Regardless of the money spent, the amount of time spent in study is a minimum of one day. This means our 4th level magic-user can spend any combination of money and time that add up to +14 to gain an automatic success. At lower levels, the magic-user will require more time than money, but at higher levels, the magic-user will be able to pay the money. It may not seem like it, but the money adds up at higher levels.

The effect of all of this is that a magic-user may have an extensive library, yet be able to cast a limited number of the spells. Even if the spells is successfully understood, the maximum spell level that can be cast (remember that I moved this to the Magic-User advancement table) limits what he or she can actually cast.

Now Add Emphasis

The emphases system that I mention quite a bit around here, adds more variety. Remember from my previous post, that the spells listed in S&W Complete are considered Eldritch Magic. Anyone with an Intelligence from 13 to 16 will automatically have an Eldritch Magic emphasis of +1. For an Intelligence score of 17, the magic-user has an Eldritch Magic emphases of +2. For a score of 18, an emphasis with a +3 bonus.

Taking our 4th level magic-user with an INT of 15 that is attempting to understand Darkvision (a third level spell), he or she gets a +1 emphasis bonus for attempting to understand an Eldritch Magic spell. The bonus also applies for time and/or money spent . In other words, if the magic-user decides to wait until out of the dungeon to understand a spell, the bonuses stack from the Eldritch Magic emphases, the money spent (if any), and the time spent.

Now let's say that our 4th level magic-user has an emphasis of +2 on Darkness based spells. The magic-user gains the +1 bonus from the Eldritch Magic emphasis and the +2 bonus from the Darkness emphasis. Just like before, the combined +3 bonus also applies to spending time and/or money to understand a spell. The same magic-user attempting to understand a Fireball spell, however, would only gain the +1 bonus from the Eldritch Magic emphasis. Fireball can be creatively described in a lot of way, but not as a darkness type of spell.

To make this even more interesting, let us say that a GM adopts the Max Spell Level numbers I place on the Magic-User Advancement table.

Level Max Spell Level
1 0
2 0
3 1
4 1
5 1
6 2
7 2
8 2
9 3
10 3
11 3
12 4
13 4
14 4
15 5
16 5
17 5
18 6
19 6
20 6

Created with the HTML Table Generator

Using an emphasis bonus to the Max Spell Level value of this table determines the highest level spell a Magic-User can cast. Going back to our 4th level Magic-User, he or she can actually cast the Darkness spell, but not the Fireball spell. The Max Spell level for a 4th level Magic-User is 1. With an INT of 15, the bonus allows him or her to cast 2nd level Eldritch Magic spells, but up to 4th level Eldritch spells that deal with Darkness. Unless the GM adds custom spells, there are no 4th level Darkness type Eldritch spells.

Next time, the spell point system.

The Next Big Project

I don't know how far I will get on this, but I'm posting about it as a prod to get into the habit of writing instead of thinking.

For that reason alone, there will be no kickstarter. In fact, it will be free.

Seriously, though, the big project is a big book of magic for Swords & Wizardry. The book will include alternate options for magic, classes, spells, rules for spell research as well as magic item creation. Much of the alternate options for magic are already written, so that is not the difficult part. The rules for magic item creation are really straight-forward, but I haven't tested them, ergo, they may not be as straight-forward as I believe they are. The big challenge is finishing the spell building system.

Backing up a bit, here are some things to know about the material in the book:

Brace Yourself: There Will be Houserules

I have changes that range from modifying the odds for learning spells for characters that spend money to allowing scroll creation at 1st level. One example of a house rule is that everyone can use slings. The main reason is to provide a magic-user an alternative to throwing knives. One of the implications of that small house rule is that since many magic-users may use a sling, magic stones for slings become a type of magic item that appears from time to time. Since everyone uses a sling, these stones are quite useful.

Priests of Different Mythoi

This was bound to happen for me. In my head, the priests of Mitra have to be different from the priests of Asura. What would a priest for the God of Magic look like? How does a God of the Harvest send an "adventuring Cleric" into the world?

In 2e, Cleric spells were grouped into spheres which later became domains. Since the document will be OGL, I feel like I need to use the word domains even if I think "Spheres" in my head. Maybe I'm just getting old.

These domains are part of what makes one priest different from another. Another distinction involves alternatives to turn undead. Some variations are as simple as Turn Demons or Turn Orcs. Other variations are based on spell effects like Remove Fear or Protection from Evil 10' Radius. My favorite one at the moment involves the ability to provide healing that does not change the target's hit points. This includes spells like Cure Insanity or Ability Score drain, but not any of the Cure Wounds spells.

New Mechanics

I generally do not like to introduce new mechanics. I prefer to reuse ones that already exist. One favorite is a take on the Turn Undead table - variations of that appear in an alchemist type of class and in the psionicist class.

Yet, with the emphasis system aimed at creating more unusual spells, new mechanics open themselves up to all kinds of options. One of these options is a new type of magic item that allows you to permanently or temporary alter your magic-user's choice of emphases. My favorite is a spell that allows the caster to "borrow" an emphasis from its target.

I also have my own take on a spell point system. There is no subtraction involved. The saying goes that necessity is the mother of invention and I needed a system that was faster for my kids.

Wizards' Forms of Magic

The most powerful form of magic for wizards is Eldritch Magic. This is magic as presented in the S&W Complete rules. This means so-called unbalanced spells and spellbooks, spells as semi-living things in the wizard's brain, and all other kinds of Vancian goodness.

The second most-powerful form is Academic Magic. This is what "standardizing" magic looks like. Practitioners can create new spells with a greater degree of certainty, but lose the ability to re-create all the spells used by Eldritch Wizards. For example, an Academic Wizard can create a spell that sends a magic bolt at a target for 1d6 damage. The Academic Wizard, however, will not be able to match the range (240') of the Eldritch Wizard nor the ability to generate multiple bolts per level. For an Academic Wizard to generate a Magic Missile like spell, complete with a level-based effect on the number of missiles created, he or she would generate it as a second or third level spell instead of a first level spell.

The third most-powerful form is Everyday or Common Magic. This includes minor cantrips and illusions. These spells also include simple things like Mending objects, adding a foot to a length of rope, adding a spice to a dish and more. Don't let spells with minor effects fool you, shortening a length a rope can have deadly consequences.

Did You Have to Do Psionics?

Yes I do.

Eldritch and Academic Magics are available only to those that have the gift. Either a person can cast these types of spells or they cannot. For a person that wants to learn magic, but doesn't have the gift, the options are to either become a Cleric or make a deal with a supernatural power (i.e. become a Witch). Psionicists, called Disciples of The Path have found a different way. Clerics denounce disciples as atheists and heretics. Wizards consider them unsophisticated and crude. Witches consider them a hated enemy. Those that choose the Path, however, know that their powers equip them to deal with extraplanar forces malevolent and benign.

Other Things

There will be more spells and a handful of new creatures. As mentioned earlier, there is a spell building system. In addition to various player options, I hope to include many NPCs, including some that do not conform to any set of rules. (Bwa ha ha). There should be a whole slew of new magic items as well as artifacts. My hope is to provide something that may add a bit of spice to everyone's game.

Wish me luck, I'll need it. 🙂

 

Eldritch Is An Interesting Word

The American Heritage dictionary defines eldritch as:

strange or unearthly; eerie.

The etymology of the word is thought to be from a Middle English word elriche. æl- is an Old English prefix that means strange or other. (The word for foreigner is elþeodig.)The other part is a bit sketchy, but I choose to believe the American Heritage Dictionary because I like it. Anyway, rice means kingdom. One synonym for kingdom is realm, so that gives me a rough translation of eldritch as "strange realm".

For the three of you that haven't tuned out yet, the Old English word for strange is closely related to the word we have nowadays as elf.

Why do I care about this? Well, I am on the search for words that convey eldritch, but in another language. Through the magic of Google Translate to provide a "good enough for gaming" translation, I get some word(s) that might prove very useful.

  • Alamaneh (two words in the original language)
  • mdaula (again, two words in the original language)
  • kinga tanga ke
  • Garib D'Yar

Maybe I will only use these as inscriptions on magic items. I will say, though, that I really like Garib D'Yar. It sounds otherworldly to me, even if it sounds a lot like Galeb Duhr. Maybe they can be connected.

Tomorrow morning, I'll have a post about a big project regarding magic for S&W. This post is about a related random idea in an effort to get posting instead of just thinking.

More to follow.

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