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Emphases for Spell Casters

I mentioned in a Google plus post that I was working on a conversion of a magic system from USR to Swords & Wizardry. Herein lies that conversion:

The study of magic is covers a vast and largely unmapped scope of knowledge. No individual mage can hope to master it all. Mages, however, have found that highlighted a limited number of areas of study helps them to use the forces of magic in many different ways. By focusing on three or four broad themes of magic, a mage can often successfully research spells that cover a wide range of effects.

These broad themes are called emphases. Throughout a mage's lifetime study of magic, he or she will choose a handful of emphases to guide their study allowing them to create wondrous and powerful magics. These emphases will also make one mage distinct from another. In battle, one mage may hurl small bolts of fire while another uses spears of ices to smite their targets. They may be equally powerful effects, but each mage adds their own signature style.

Mechanics of Emphases

The mechanics of using the emphasis system in magical research are pretty straightforward. A 1st level mage chooses any noun to be their first emphasis. Examples include Fire, Healing, Walls, Blades, Ice, Illusion, Mind, and Acid. The player may also use labels associated with schools of magic used in various forms of the world's oldest RPG. These include Evocation, Summoning, Geometry (2e), Enchantment and many, many more. This first emphasis will be rated as a +2. At each new level a mage gains, he or she gain another emphasis rated as +1 or they may increase an existing emphasis by 1. The limits of increasing an emphasis is determined by the number of emphases a mage already has. An emphasis cannot be raised to +3 until the mage has three emphases. An emphasis cannot be raised to +4 until the mage has four emphases and so on.

To learn a new spell, a mage must research that spell. Successful magic research is determined by rolling higher than the mage's Saving Throw + the level of the spell. So if a 7th level mage wishes to research a third level spell, the mage must roll 12 or above to be successful. The Saving Throw of a 7th level mage is a 9 and the spell is determined to be a 3rd level spell, thus 9 (ST) + 3 (level of spell) = 12.

If the spell attempted incorporates one or more mage's emphases, he or she can use them to increase the roll. In our example, let's say that our 7th level mage has the following emphases: Fire +3, Blades +2, Mind +2, Acid +1. The mage wishes to research a spell that will immobilize 1d4 bipeds of up to human size or one target of up to Hill Giant size. The effect will be that the target will be immobilized because they will see themselves surrounded by a tight wall of swirling flaming swords. The GM notes that this is essentially a Hold Person spell, so he rates it as a third level spell. The mage must roll a 12 or better to successfully research the spell. The mage also gets to add 7 to the roll (Fire +3, Blades +2 and Mind +2 as the fiery swords are perceived only by the targets.)

Implications

Since gaining new spells relies on spell research, the ability to research spells is available to mages at 1st level. The cost of such research is level of spell * 300 gp. Researching a new spell requires a number of weeks equal to the spell level to complete. For example, researching a 3rd level spell costs 900gp in materials and will require three weeks to complete research. At the end of this time period, the success roll is made. If the mage succeeds, the spell is added to his or her spellbook.

The other, much larger implication, is that the spell list in S&W serves as a guideline for spells a mage can research. Many spells that will be researched will be very similar to those listed, but with certain tweaks to maximize the mages' emphases. The example noted earlier is, in fact, a Hold Person spell, but a mage with different emphases will display that spell with completely different effects. A Mage with an Acid emphasis may immobilize a target by surrounding it with very real acid. A Mage with an Undead emphasis may immobilize a target by employing a huge bony fist that emerges from the ground. The possibilities are endless.

Scrolls found in adventures can be the generic versions of the spells as listed in S&W. This makes work relatively easy on the GM. But an adventurous GM may decide to randomly determine the emphases of the wizard that created the spell thereby giving it a unique twist.

For the record, adding a spell to the spellbook requires the level of the spell in days to transcribe to the spell book.

Characters can also make scrolls at any level as well as engage in magical research. Making scrolls requires the mage to spend 100gp per level of the spell. It will take one week + the level of the spell in days to create a scroll. For example, creating a scroll of a third level spell would require 10 days.

How This Plays Out

This rule applies to all spell casters in my house rules, even Clerics. Cleric do not require spell research, but their spell exhibit themselves according the emphases determined by their specific deity. Clerics can make scrolls using the same rules as mages. Sorcerers also use their emphases for spontaneous casting of spells - the more emphases included, the greater the chance that the spell will work. (Sorcerers, however, cannot create magic items.) Even Alchemists and Hermetic Magicians gain benefits from emphases. Details will come when those types of magic-users are covered.

More Thoughts On House Rules

The 30 Day Challenge was a lot of fun. It also acheived the main goal which was to get most of the creative ideas out of my head and into type. It's true that the posts did not require anything new, but looking through the old notes, I realized that there were still lots of things I wanted to create.

A good example comes from the post about shemping. I wanted to create a Dragon Disciple class that basically makes a cleric/priest type of class evolve into the power equivalent of an ancient dragon at higher levels. I also enjoyed shemping other creatures as humans - it makes for truly interesting NPCs.

The big project, though, that I want to create is my book of house rules for S&W. If the execution matches the concept, it will look like a cool combination of Blackmarsh and Stonehell set in Pars Fortuna. In reality, well, it may look like yet another retro-clone fantasy heartbreaker. After that, I'll need to work up the gumption to run a G+ game with it.

To get a good idea of the outline, I turned to Stars Without Number. Kevin Crawford to doing something awesome with taking what is essentially Basic D&D and creating worlds around that system. The outline he is using is easy to understand for players and GMs. So here is my SWN inspired outline:

Creating a Character

Roll Attributes

Choose Homeland

Choose Class

Choose Race

Buy Equipment

Adventuring

Movement and Encumbrance

Character Advancement

Spending Wealth

Systems

Saving Throw Mechanic and Its Uses

Turn Undead Table and Its Uses

Combat (Mundane and Supernatural)

Magic

Eldritch Wizardry

Wyrd Sorcery

Studious Alchemy

Divine Miracles

Powers of the Hermetic Mind

Magical Research and Specializations

The Four Regions

Life in the Four Regions

The Eternal Struggle

The Role of Supernatural Beings

Deities and Other Beings with Godlike Power

The Universe

The Starting Planet

The Other Planets

Spheres and Other Universes

The Multiverse

The Astral Sea

Other Dimensions

The Outer Planes

All Creatures Great and Small

GM Resources

Starting Adventurers in A Different Region

The rules begin with the individual and work their way into larger and larger scope until you reach the GM, the one about it all. The idea is for the rules to expand from personal perspective to how the world works (systems) to how magic works, to the continents, planets and spheres of the universe before expanding out to the multiverse.

Creating a Character is pretty much by the book. Choosing a homeland asks the character to be from somewhere within the psuedo-European region of the world. It provides some grounding for everyone starting out. Class choices actually differ by region, but more on that is covered at the end of the book for GMs where all the player and nonplayer classes are listed.

Adventuring provides some information that characters face in their exploration of the world. I give XP for exploration, so a section of how that works in adventuring seems necessary. Outside of that, mechanics for encumbrance and other mundane aspects of adventuring are covered.

The Magic section deals with the five types of magic. Within each type are multiple ways of using that magic. Mages can be traditional vancian mages, five-color mages, talisman makers. Wyrd Sorcerers fill in a miscellaneous spot. This would include shamans, theurgists and other types that are difficult to classify. Priests operate like Priests of Different Mythoi from 2e, so some examples are provided. Alchemy is the traditional name for my Hewcaster. This class steals the essence of things and make wondrous items. Hermetic Magic is my term for psionics, this owes more the western tradition of the Hermetica that speaks of enlightenment, the mind, the cosmos and nature.

Common to all magic, is specialization, a focus for a spellcaster that determines his/her success in understanding magic.

Beyond that, everything is GM stuff that may or may not be used. Wish me luck.

Ten Questions and a Bonus

Although these questions can usually generate the next great OSR controversy in certain corners of the internet, here is my take on them.

Race (Elf, Dwarf, Halfling) as a class?

No. This is mostly because there are a lot of options for race and class in anything I run. There are the typical choices for race, Dwarf, Elf, Halfling, and then a few others that make sense in the campaign world. For all these races to survive, each group has a specialty, but individual members of a particular race can cover all kinds of rolls.

For example, Elves specialize in magic and this makes them powerful mages and more resistant to magic than most races. Their extremely long lifespan makes them expert craftsman of both magical and non-magical objects. However, not all Elves are magic-users. Some are Clerics to be an intermediary between the Elves and their gods. Some are Thieves, though I do Thieves differently, so it isn't about Pick Pockets and Backstabbing as much as other skills such as Appraisal, Climbing Surfaces and other things. Some are Alchemists while others are a different kind of magic wielding class with a very different method of employing spells.

Do demi-humans have souls?

Yes and no. Elves, dwarves, and halflings have souls by default. One race in my world is called the soulless. They have traded their soul for an immortal body. Created beings, with one exception, do not have souls. This includes golems and undead. Regardless of intelligence, they do not have souls.

When anyone dies, they go to the same afterlife, its just that different areas of the afterlife look different than other areas. It's just like the Prime Material Plane in a sense: there are humans in one part of the world, Elves in another, halflings here and there, etc. Races don't separate to go into their own racial afterlife, I use alignment as more of a determinant.

Ascending or descending armor class?

Descending.

Demi-human level limits?

No. Some people are better at things than others by racial trait, superior ability (like INT 18) or skill (like a dwarf's stone-cunning abilities).

Should thief be a class?

Yes, but with more options. A character chooses which five or six skills they want and play from there. This is similar to how the 2e PHB does Thieves.

Do characters get non-weapon skills?

Thieves have them and so do my other classes. My Fighter class, for example, has the ability to catch/deflect any thrown object. With so many class options, the non-weapon skills are built into each class.

Anyone can try to do anything and have a chance of success. Want your Magic-User to pick a lock? The odds are less than a Thief, but go ahead. Want to be a baker? That's fine. Rolls probably won't be needed unless you want to do something extraordinary like make a self-slicing cake. (My favorite is the cake that is larger on the inside than the outside - it is essentially a Cake of Holding where all the storage space is filled with cake.)

Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?

Yes. Magic-Users, after level 7 or 8 become a force to be reckoned with. They are impressive and not to be trifled with.

Do you use alignment languages?

I would love to, but I never understood it well enough to get it to work. I just can't find an in-universe reason for these to exist.

XP for gold, or XP for objectives (thieves disarming traps, etc...)?

Yes. XP for finding and spending gold (half for finding it, half for spending it). I also have XP for finding certain areas of the world, or certain mythical objects (both magical and non-magical). I do have XP for a few objectives, but that depends on the session. I don't want to be railroad-y, so anything related to XP for objectives tends to be more like finding certain things.

Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E DD, 4E DD, Next ?

I never played only one edition. When I started playing, I owned B/X, 1E PHB and DMG, the Companion Rules (but not Master), and the Spelljammer Box set. I also had 2e Shadowrun and Baattletech. I don't even know what version to call it except D&D Mine. (To coin a phrase from someone else.) Currently, I like Swords & Wizardry because I can fit all of it into the ruleset, including Battletech.
Bonus Question: Unified XP level tables or individual XP level tables for each class?

Individual. XP is currency in all my classes and races. You want to use a double-bladed axe, hurl fireballs, heal the masses and wrangle ghosts and other incorporeal creatures with your bare hands? That will cost you XP.

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