Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

19 February 2014

Summoning

Here is my take on summoning spirits, demons, fey, etc., and a few other bonus spells.
  • Ex Aethere, Servus (Out of the Ether, a Servant) (Mathias Penshawe)
    • PL: 20 + X
    • Duration: Until task is performed
    • Mechanism: 
    • Summary: Summons an arbitrary fey or daemon to perform one task. Requires an envoy, a path, a gift, and a timer. 
    • The envoy seeks out the summoned being, the path brings them to the caster, the gift binds them to serve, and the timer forces them to appear at a specific time.
    • Onerous service, complicated tasks, or tasks "beneath" fey can offend. They will comply, but may seek retribution.
    • X can be added to the PL to summon a more powerful fey:
      • 0: minor sprite, brownie, etc. - can do minor physical tasks (fetch this, mend that)
        • Gift: food
      • +5: lower fairie: some minor magic, can enchant people to misdirect them
        • Jewelry, etc. worth ~1£
      • +10: lower demon: will directly harm foes as a 5HD monster
        • animal sacrifice, goat or pig
      • +15: fairie: magic: can create masterful illusions
        • Jewelry, etc. worth ~10£
        • Must know specific name of fairie to be summoned, requires research
      • +20: daemon: very dangerous to summon, will directly harm foes as a 10HD monster
        • multiple animal sacrifices or human sacrifice
        • Must know specific name of demon
      • +25: fairie noble: exceedingly dangerous to summon - will almost certainly resent being forced to serve, but can perform any magic (this is, for instance, the only way to resurrect the dead)
        • Unique magic item, human slave
        • Must know specific name

17 February 2014

More Spells

A few more spells.
  • A Spell for Heating Hearths (Miles Tilghman)
    • PL: 12
    • Duration: Instantaneous
    • Mechanism: Sight
    • Summary: Cause an allied or neutral mass of flammable material (up to a few pounds) to ignite.
  • I Need Not Hear You (Dorothy Ackworth)
    • PL: 10 + X
    • Duration: 10 minutes + X minutes
    • Mechanism: Affinity
    • Summary: Subject cannot speak or make a sound.
    • A fey or other magically attuned individual will be able to see a rose flower covering the mouth of the subject.
  • My Secrets Are Mine Own (Dorothy Ackworth)
    • PL: 15
    • Duration: Permanent until dispelled
    • Mechanism: Affinity
    • Summary: Subject cannot discuss a certain fact / event / person. Any attempt to do so leads to them  burbling nonsense.
    • A fey or other magically attuned individual will be able to see a rose flower covering the mouth of the subject.

17 January 2014

Would Magic Change the World?

Following on from an interesting (if frustrating) discussion with Alexis at Tao of D&D, I'm going to talk about whether magic would change the world.

There are four scenarios worth considering, representing the ends of two "dials" on magic - how recent it is, and how prevalent/practical it is:
  1. Magic has always been around, but it's incredible rare/difficult.
  2. Magic has always been around, and it's very common/easy.
  3. Magic has only recently been discovered, and it's incredibly rare/difficult.
  4. Magic has only recently been discovered, and it's very common/easy.
Scenario 1 and 3 would result in a world much the same as our own. For whatever reason, there is some intrinsic barrier to widespread dissemination of magic. Perhaps (like Harry Potter) some people are Wizards and can do magic, and some people are not and can not and that's that. Perhaps magic requires certain ancient or otherworldly artifacts that cannot be duplicated, or materials of incredible scarcity. Perhaps magic has such catastrophic side effects that it is outlawed, or simply not practiced out of prudence.

There are any number of possible explanations, but the point remains - a small amount of magic, even if around for a great deal of time, would not have any significant effect.

Scenario 2 would be wildy, radically different from our world. As different as the world of a modern Briton is from an agrarian Brit living under the Norman yoke in 1088. Positing a world where anyone can do useful magic with the equivalent of, say, a six-week nightschool course would result in a world where everyone who's anyone retains one or more potent magic-users. Magic is used in industry, warfare, trade, diplomacy... Much as computers have transformed every facet of our current world, plentiful cheap magic would transform the ancient world, and therefore transform every subsequent age beyond recognition.

Instantaneous communication, teleportation, magical lie detection, purification of elements, transubstantiation of elements, battlefield artillery, mass production of wondrous objects... The possibilities are limitless, and it is difficult to make any kind of prediction about what such a world would be like. It would depend greatly on the exact types of magic that are feasible.

But to argue that plentiful, cheap magic, available over the long term, would not cause at least the degree of transformation that computers and industrialization did is insupportable.

Scenario 4 would be a world like our own transitioning into a different kind of world, like England at the beginning of the Industrial Revolution. Forward-thinking businessmen and princes would be making the most of the new-found magic in industry, commerce, and war. Most people would still be living pre-revolution lives.

Perhaps centuries of alchemical and astrological work were converging on a single solution to the problem of practical magic, and near-simultaneous discoveries were made in several places. Perhaps some planetary convergence opened rifts to another world. Perhaps powerful beings have returned to this realm, bringing magical potential with them.

None of this is Earth-shattering. I wouldn't think this is particularly controversial even (although I might be surprised). I don't think Alexis and I disagreed so much in our conclusions as our premises - if I understand correctly, he's thinking of a Scenario 1 world, and I'm looking at all the possibilities.

That said, we play a game. If you want to play a game where powerful, plentiful magic has always existed, but the borders of Europe are the same in 1088, the feudal system is in place in Norman England, and in every way the world mimics our own (but there's powerful, cheap magic everywhere), all power to you. It's a game. Do what works for your game!

But don't try and tell me that's a plausible historical scenario. It's not.

14 January 2013

Magic Weapons

A few ideas for magic weapons that are a little more interesting than the old +1 attack/+1 damage.

I especially like the idea of having magic weapons that have a drawback as well as a benefit, or a purely situational benefit, or even a non-combat function.

See also Eric's post at the Dragon's Flagon here. He does a great job of outlining the problems with ordinary +1 weapons, and offers some cool ideas to help ameliorate the situation. I especially like his idea of "hero" weapons and "rune" weapons.

Some of these weapons have Spells and Steel specific powers, but many of them are applicable to any old-school-style game.

Stay tuned for more!

Swords
  • Longsword, blade engraved with twisting serpents
    • On an attack roll of 15+, enemy's weapon shatters (unless magical). On a roll of 1, breaks in two. The halves can be reforged by any swordsmith, and the sword will retain its power.
  • Very long, thin sword - inscribed on blade is "it fades away, into nothing, and so is as the air"
    • Wielder always knows just how to move the blade to block any attacks - effectively cannot be hit by one opponent, so long as the user doesn't attack.
  • Longsword, blade, quillons, and pommel all tinted black
    • Bizarrely poorly balanced, and almost impossible to swing, but the edge is exceptionally keen. -10 to Attack and Defense, but roll 4d6 for damage.
Spears
  • Drips blood when held. Roll d10 for damage instead of d6.
  • Moves with exceptional nimbleness. Can fight an additional enemy without penalty.

Maces
  • Feels almost weightless. Ignores all armour.
  • Feels exceptionally heavy. Requires high strength (13+) to use (otherwise, -5 to hit and no damage bonus). Roll 2d6 for damage.
Axes
  • Looks like a woodman's axe, but handles like a battleaxe. Cuts through wood like it was butter.
Daggers
  • Exceedingly sharp. Ignores all armour.
  • Ivory handle, pommel in shape of a fat man. Any food cut with this dagger is absolutely delicious.

Complex Polearms
  • Poleaxe - Gives wielder an imposing and fearsome mien. Enemies have a -4 modifier to their morale role.

Scabbard
  • Wielder doesn't bleed - doesn't take more wounds while hors de combat, automatically passes all Fortitude checks.

22 December 2012

Even More Spells!

A couple more new spells.
  • False Familiarity (Dorothy Ackworth)
    • PL: 20 + X
    • Duration: X minutes
    • Mechanism: Sight.
    • Summary: Makes everyone in a dwelling believe they know the caster.
    • Occupants will not behave any differently than they would towards an acquaintance - attempts to enter at unusual hours, for instance, will likely be rebuffed.
    • Any extended contact with the occupants will make them uncomfortable - they will start to realize they have difficulty placing the caster, etc.
    • Any hostile or overtly bizarre behaviour (stuffing all the brass candlesticks in a sack, ransacking the library, punching the butler) will break the spell.
  • All Roads Lead to Home (Avis Cossington)
    • PL: 15 + X
    • Duration: 3 x X miles of marching
    • Mechanism: Centred around caster.
    • Summary: a road appears around the caster, leading where she will, and therefore preventing her from being slowed by terrain. 
    • Others may use the road as well.

16 December 2012

More Spells!

    A couple new spells.
      • Shadow Cloak (unknown)
        • PL: 10
        • Duration: Concentration
        • Mechanism: Self.
        • Summary: Caster appears as a shadow falling across the caster's location, so long as the caster doesn't move.
        • Shadow does not fall naturally, the unusual lie of the shadow can be detected by an astute observer.
      • And in its Place, the Simulacrum (unknown)
        • PL: 10
        • Duration: Until reversed by casting again.
        • Mechanism: Sight.
        • Summary: One object is switched with its reflection.
        • The object is now in the mirror, and an insubstantial image is in the real world.
        • If the mirror is destroyed, everything in it is also destroyed.
        • The object can be no bigger than the mirror used.



    1 November 2012

    Classes: The Magician

    Magicians begin with 1 Power Level and knowledge of the Minor Works of the Major Magicians, but no martial training.

    The Magician can gain additional Power Levels by studying new Books of Magic by the greats, or through study. Magical items, creatures, and unfamiliar spells all provide avenues of investigation for the magician's study. Further details on advancement will be covered in an upcoming series about XP and advancement in general.

    I think that tying the magician's advancement to study will serve to cap some of the extreme power that magic can bring at higher levels by slowing advancement in game-time terms. It will also serve to reinforce the archetype I have in mind of a magician who spends much of his time in his library or laboratory studying, venturing forth primarily to find new materials for investigation.

    Magician
    • Background:
      • Scholar, Hermit, Monk, Gentry, Noble
    • Abilities:
      • Power Level: 1
      • Knowledge of the minor works of major magicians.
    • Advancement by:
      • Studying new Books of Magic, magic sources, magical creatures, spells, etc.
    • Further Advancement:
      • +1 Power Level

    21 October 2012

    Major Magicians and Their Minor Works

    Major Magicians

    In which is listed some of the major magicians in the English tradition, and their minor works, suitable for the novice. Scraps of these works survive, and are generally known among people who study magic.

    Terms:
    • Vessel
      • An object which receives and stores a spell. Generally speaking, must be an allied or neutral object.
    • Timer
      • Anything that defines a clear point in time - a candle burning down, an hourglass running out, someone crossing a threshold. It generally can't be more specific than that, i.e. when Bill crosses the threshold.
    • Allied / Neutral Object
      • Any object owned by or which personally knows the caster would be an allied object (e.g. the caster's shoes, the stones of the caster's house, roads the caster walks often). 
      • Any object that doesn't have any specific antipathy to the caster, or which isn't allied to an enemy of the caster would be a neutral object (e.g. a random stones in the forest).
      • This concept can be applied to beasts and plants, as well - some spells will require an allied or neutral creature.
    • Subject
      • A person, other than the caster, on whom the spell works. Typically requires something which is connected to the person to function.
    • Mathias Penshawe, Ab Oculis Avium (From the Eyes of Birds)
      • De Manu, Locus (From the Hand, the Location)
        • PL: 4
        • Duration: Concentration
        • Summary: Hands glow brighter near magic sources.
        • The caster's hand glows in the presence of magic - glows more brightly the closer the source.
      • Visionarios Piscinam (Visionary Pool)
        • PL: 4
        • Duration: Concentration
        • Summary: Peer into a mirror or silver dish to see through any mirror the caster has seen.
      • Ab Obiecto, Oculum (From the Object, an Eye)
        • PL: 5
        • Duration: Concentration
        • Summary: Touch an allied or neutral object to place an invisible phantom eye on it. See through this eye instead of your own, but lose all other sensory input.
    • Miles Tilghman, A Book to Ease Your Toil
      • A Spell for Warming Tea
        • PL: 4
        • Duration: 1 round
        • Summary: Allied/neutral object takes one round to reach 100°C (or less).
          • One object friendly or neutral to the caster increases temperature. It will get to about 100°C (or less, if desired) after 6 seconds, and stay at that temperature as long as the caster concentrates.
          • Won't work on items much bigger than a big teapot.
      • A Spell for Watchful Nights
        • PL: 4
        • Duration: One Night
        • Summary: Subject won't need sleep for 36 hours. Then, they enter a coma for 12 hours (no normal means will wake the subject).
      •  A Spell for Calling Friends
        • PL: 5
        • Duration: Variable Delay / Instantaneous
        • Summary: Caster designates a vessel and a timer. Vessel will chime like a church bell (loud!) when the timer runs out.
    • Francis Holcott, The Edge of the 7th Ring
      • The Distant Finger
        • PL: 4
        • Duration: Concentration
        • Summary: Caster can touch anything with one finger up to 30' away as if her finger was long enough to reach.
        • Roll a normal to hit with a -1 penalty every yard.
      • Peace for a Moment
        • PL: 4 + X
        • Duration: Concentration
        • Summary: Prevents an ongoing enchantment of one-half X (rounded up) from affecting the caster.
    • Dorothy Ackworth, Memories of the Unknown
      • Impossible Reminiscence
        • PL: 5 + X
        • Duration: X Days
        • Mechanism: 
        • Summary: Subject finds it impossible to recall a single fact or image: a name, a face, a location, where they left something...
        • Something like an event would be too complex for this spell, as it involves multiple actions, actors, objects, etc.
      • Searing Glimpse
        • PL: 5
        • Duration: Instantaneous/Permanent
        • Summary: At any point in the future, you can recall every detail of the present instant with perfect clarity, as if you were frozen in that instant.
    • Avis Cossington, 32 Roads Have Died, And I Linger Here
      • The Merest Labyrinth
        • PL: 6
        • Duration: 20 minutes
        • Summary: Makes the room inaccessible by replacing it with a labyrinth.
        • Creatures already in the room may leave normally, but creatures outside will simply find a labyrinth that leads them back to where they began. Tunneling in, etc, will only lead into the labyrinth, not the room.
      •  Misleading Crumbs
        • PL: 6
        • Duration: 20 minutes
        • Summary: Misleads a creature about the direction of its goal. Does not work if the creature can currently see its goal.
        • For example, a beggar is heading to the town square. Under the influence of Misleading Crumbs, the beggar would start making wrong turns until the beggar was heading in exactly the wrong direction. 
        • The subject would have no memory of the route they took after the effect wears off.

    18 October 2012

    Spellcasting - Fatigue and Casting Rolls

    Summary

    To cast a spell, you must pass a Casting Check.

    For your Casting Check, you roll 1d6 for each Casting Level and 1d6 for each Fatigue you spent (up to a limit of your Casting Level). This check must meet or exceed the Power Level of the Spell.

    You can't spend so much Fatigue adding d6's that you collapse (i.e. make your Fatigue go above your Fortitude).

    If you fail your casting roll, you take a Fatigue (this may make you collapse).

    Concentrating on a spell requires a Casting Check every minute at half the spell's PL, rounded up.

    Discussion

    I've never liked Vancian magic. It doesn't capture the feel of magic I like, where spells take a physical toll on the caster. Spell point systems have always struck me as unparsimonious, and systems using hit points to cast have always seemed too harsh (along with the problems of magical healing creating spellcasting power).

    Including Fatigue alongside physical damage provides a convenient mechanism for physical weakening of the caster.

    The solution I like to Vancian Magic is a system where casters have a Casting Level which defines how many d6's they can roll for their "Casting Roll". Each spell has a power level that needs to be achieved on that Casting Roll. A failed roll indicates that you take a point of Fatigue, and casting the spell will take another round.

    If you want to roll extra d6's on your casting roll, you can - but each one costs a point of Fatigue. Decide before you roll how much effort you want to put into the casting.

    Problems

    The first problem with any stamina or health based magic system is that Constitution or Strength become very important to Magic-Users, which is considered "out-of-type".

    The first option that comes to mind is giving an extra Casting Level for high Intelligence. This immediately makes Int far, far more valuable than Str or Con for every-day casting.

    The second option is a little more radical: allow characters with low Fortitude to add an extra Caster Level. I'm not convinced this is a good option, but it's an interesting thought - I'll expand on this idea further.

    The third option is to have a more D&D-like cap on caster's ability to absorb damage. For example, if you start as a Caster your Fortitude is capped at 10. I don't think I care for this option, as it short-circuits random character generation a bit.

    The fourth option is to make people choose class before rolling 3d6 in order for abilities. This has the potential to create some fun out-of-type play, I think.

    The second problem is magical healing. I plan to solve that by having little or no magical healing available (limited to first-aid type stuff, to help people who've failed a Fortitude check, for example).

    Converting Spells

    If you'd like to convert D&D spells to this system, I would suggest Power Level = Spell Level x 6, more for direct-damage spells like Fireball. This would up the potential nova power of spellcaster a bit, but at make them trade stamina for that power.

    A first level caster with Fortitude 10 and Casting Level 1, would, on average, be able to cast 1.6 converted D&D spells per day before exhaustion.

    27 August 2012

    Spells and Steel - My Goals

    Background 
    About a year ago, I got back into playing RPG's. Around the same time, I started studying medieval martial arts. Learning about what it's like to actually swing a sword, parry a thrust, throw a blow, and - more than anything - watching men in plate armour fighting with poleaxes, spears, and longswords opened my eyes to how little Gygax and Arneson knew about the nuts and bolts of fighting in the 14th century.

    What I want is a system that reflects the gritty realities of low-magic medieval life and warfare, and I don't feel like D&D is quite doing it for me any more.

    My plan for this blog is to lay out my design process. I'm going to start by stating my goals (which will be updated and broken down as I go), showing how the existing systems are flawed, and working on new systems that meet my goals.

    Goals

    Goals of the Combat System:
    • Simple and Fast
    • Verisimilitude:
      • Weapon Functions
      • Realities of Combat and Damage
    • Stats and Attributes with Clear Meanings
    • Battlemat Optional
    • Bonus: Easy to Drop Into B/X D&D as a Replacement System
    Goals of the Leveling System:
    • Balanced Feats
    • Meaningful Choices
    • Customizable Characters
    • Minimize Min-Maxing, Maximize Flavour
    • Believable Power Curve
    Goals of the Magic system:
    • Simple or Non-existant Resource Management (no memorization, no mana)
    • Make it Weird (no fireball or magic missile - more illusions, compulsions, trickery)
    • Balanced with Combat-focused Characters
    • Bonus: Easy to Drop Into B/X D&D as a Replacement System
    Goals Overall:
    • Believability / Verisimilitude
    • Harsh, Gritty Flavour
    • Easy to Learn and Play
    • Fun!
    • Able to Take Players from Adventurers to Lords
    • Historically Reasonable Pricing and Economy