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

03 October 2017

House Rules - Casting Times & Spell Components for Magic Users, Elves and Wicca

One part of playing a spellcaster in AD&D, either 1st or 2nd edition, that I've always found fun is the use of material components for casting a spell. For those unfamiliar with the idea, it basically means that most spells require a little bit of some physical material that is used to harness and focus the magic required to cast the spell. The components are usually figuratively or metaphorically (and often somewhat humorously) connected to the spell being casting, so the Identify spell to determine the nature of a magic item requires a pearl (pearls of wisdom), and a fireball needs a pinch of bat droppings (as anyone who's had bats in their attic knows, the stuff is highly flammable when it dries out). I tinkered with different ways to use the idea in a Basic game without overly complicating things, and here's what I've settled on. We'll start with Magic-Users and similar classes today, and get back to actual material components in a minute, first we need to talk about casting times for spells, another AD&D mechanic I borrow to balance the use of components.

Spell Casting Times:
Usually in Classic D&D, when a spellcaster wants to cast a spell she has memorized, the player just announces that intent and when their turn comes up in initiative, the spell is cast and takes affect.

This optional system does not change that at all, spells memorized for the day according to the rules are cast normally, and 'go off' right when they are cast on the caster's initiative segment.

However, to give the players of spellcasters a little more flexibility in choosing spells for the day, the DM may allow the use of casting times, whereby the player may choose any spell known to the caster as long as they have an unspent spell 'slot' of that level available for the day. In this case, where spells are chosen on the fly instead of selected and prepared in the morning, an initiative penalty of -1 per spell level of the desired spell, to reflect the additional time required to recall and cast the spell, which was only briefly reviewed that morning. If standard group initiative for the party is used, the penalty applies only to the caster, not her allies.

Example: Luna wants to cast a lightning bolt against her enemies this round. The DM rolls initiative for the monsters on a d6, as normal, resulting in a 4. The party rolls a 5 for their group initiative, but Luna is casting an unmemorized 3rd level spell, so she gets a penalty of -3 to her individual initiative, so while the party wins initiative and goes first on a 5, Luna goes on 2, after the monsters.
Since the DM is probably choosing the spells for NPC casters on the fly anyway, this procedure is not used for NPC or monster casters. It is intended solely as a cheat for the players who don't want to be restrained by picking their daily spells before the day begins.

Material Spell Components
Now, what if you want the flexibility of casting on the fly, but don't want to suffer those nasty initiative penalties, which essentially guarantee that higher level magic users casting 5th or 6th level spells will always lose initiative? That's where material components (MCs) come in.


An MC is a small bit of material that serves two purposes in spellcasting. First of all, the metaphorical relation to the nature of the spell being cast helps jog the caster's memory and focus his thoughts on channeling the spell. Second, because of that same figurative relationship to the spell's intended effect, the presence of the material substance helps the caster more quickly gather and focus the magical energy to power the spell.

If the Magic-User* possesses the required material component and uses it to empower the spell, the spell's casting time is negated, allowing the spell to go off on the caster's unmodified initiative segment. The component is 'spent' in the process, and though it may still physically remain in the caster's hand, it is forever drained of its innate magical potency and is unusable as a future material component.

For now I'm only going to suggest specific MCs for the standard 1st level spells in the Basic rules, to give you an idea of the possibilities to guide you in assigning MCs for other spells.

SPELL - SUGGESTED COMPONENT (Metaphorical Meaning)
1. Charm Person - A 4 to 6 inch piece of olive tree branch (symbolic of peace or friendship)
2. Detect Magic - An owl's Feather (symbolic of wisdom and insight)
3. Floating disk - A marble sized chunk of Lodestone or Magnetized Metal (symbolic of the property of magnets to repel other magnets with the same charge), allowing one to 'float' above the other if carefully positioned)4. Hold Portal - A large nail or small spike forged of iron or steel (symbolic of literally spiking a door shut)
5. Light - The intact body (dead or alive) of a firefly (repesentative of the ability to create light)
6. Magic Missile - An arrowhead previously used in battle (representative of the arrow's potential to strike and wound)
7. Protection from Evil - A miniature carved copy of the holy symbol of a lawful or goodly god (symbolic of a god's power to protect his followers)
8. Read Languages - A lense from a monocle or spectacles (symbolic of aiding the ability to read)
9. Read Magic - A scrap of parchment, vellum or paper once part of a spell scroll or spellbook page (representative of magical writing)
10. Shield - A scrap piece of metal from a suit of armor (representative of armor's protective qualities)
11. Sleep - a scrap of cloth from a child's blanket (representative of peaceful 'babylike' sleep)
12. Ventriloquism - A 2 or 3 inch diameter carved or sewn dolls head (representative of a ventriloquists dummy)

MCs for 1st level spells should generally cost no more than 1gp, and if the PC is unable or unwilling to forage for them in the field, can be purchased in most general stores or apothecaries in towns or cities, or from fellow magic-users, though these folks may insist on barter or trade instead of coin.

As the level of the spells increase, the DM is free to limit availability of components to reflect the rarity of more potent substances and items, and the average price/value of the MC will go up, generally as follows:

Spell Level - Suggested Average Price/Value
1 - 1gp
2 - 5gp
3 - 10gp 
4 - 25gp
5 - 50gp
6 - 100gp
7 - 200gp
8 - 350gp
9 - 500gp

Improvising Spell Components

Sometimes a specific component may be unavailable, or a creative player may suggest an alternative component from items they find or have on hand. I'm all for this as long as there is a bit of thought and creativity behind the suggestion. A PC could suggest using a stirge's beak instead of an arrowhead for the Magic Missile spell, or a handful of phosphorescent moss instead of the firefly for a Light spell, for example. You should always reward imagination and creative problem solving in the game, so this kind of thing is perfectly fine. I simply require the Magic-User succeed on a simple INT ability check (a roll of equal or less than their INT score on a d20) when casting the spell with the alternate component for it to operate as intended. If the ability check fails, the spell still works, but the normal initiative penalty described above applies. 

*Magic-Users,
as used in this article, include the Elf class and Wicca/Wokani class option for non-standard 'monster' classes. Other classes with similar spell casting ability may qualify as well with the DMs approval.
That's about it for Magic-Users.

02 October 2017

The Known World Setting - Spellcasting in the Five Faceted Faith

I was thinking over some general ideas about how the different magic using classes approach their spellcraft, and how it fits into the Five Faceted Faith. None of this has any real impact on game play, it's just a little in character flavor to make the characters something more than a checklist of available spells.

The only optional "rule" I'd consider in regard to all of this is maybe requiring an INT/WIS check (whichever is applicable) for one type of arcane or divine caster to learn spells from a caster of a different type. Arcane casters cannot learn Divine spells at all, and vice versa, but making the subtle differences in how magic users, elves and wiccas approach magic, for example, come into play with a fairly easy ability check once in a while might make the setting a little more interesting.

Arcane Caster Types
Magic Users - Whether they actively participate in the "religion" of the sphere or not, most magic users relate to the sphere of thought closely. Their approach to magic is an esoteric mix of math, science, allegory and symbolism, and obscure knowledge that allows them to start to understand how the multiverse operates. By subtly manipulating aspects of all five of the spheres, they begin to be able to cause real changes in reality that manifest as spells. Though some of their rituals may resemble religious ceremony or dogma, there is really nothing spiritual or divine about how a magic user invokes her magic.

Elves (and creatures like dragons with innate spell casting talents) - Some creatures are literally born magical, the balance of the five spheres that results in mundane life is slightly tweaked in one way or another in these creatures, sometimes giving them the ability to use spell like powers without having to learn, memorize, or cast them in a normal fashion. Elves are a special case, existing on a figurative border between the real, balanced realm of the Known World and the mysterious and magical world of Faerie. While elves are blessed with an innate magic that aids them in quickly understanding how to use spells, they still have to learn those magics like humans do. Elven magical lore is not quite as technical or mathematical as that of humans, and borrows some concepts that seem to derive from druids or shamans.

Wiccas - Wiccas tend to hail from cultures and societies that are a little more primitive, relatively speaking, than the human standard. Rather than science and mathematics forming a strong part of their approach to magic, they focus much more on the symbolism, allegory and simple practical application of magic. Proper magic users claim that this simple, undisciplined approach is why wiccas are incapable of mastering the advanced, high powered magic that high level wizards can, but most wiccas would respond that such magics are frivilous and not worth the effort anyway.

One quick note about the use of the term Wicca. For whatever reason, this is the term the Classic D&D designers of the 1980s chose to assign to hedge mages, tribal wizards and other "minor" users of arcane magic. In the context of the D&D rules and the Mystara setting, absolutely no connection to the religion philosophy of the same name in the real world is implied or intended.

Divine Caster Types
Clerics - While most clerics have at least a rudimentary understanding and acceptance of the Five Faceted Faith, they choose a unique way of invoking magic from it. Rather than learn to influence things themselves, clerics form a pact of sorts with a being or beings of Immortal existence, in which their devotion and service to the agenda of those beings is rewarded with the ability to channel a small portion of the divine power of their patrons. Some clerics are narrowly focused and only directly serve one Immortal, or a small selection of allied Immortals, while others serve the will of all the Immortals of one sphere, or those of all spheres equally, but there is no difference in the manifestation of clerical powers which of these paths they choose.

Druids - Druids view nature and reality as a delicate balance of all five spheres, and through this understanding, they learn to subtly tweak that balance in order to invoke their magic. Most druids are careful never to push things too far and upset the natural order, and will often spend time in meditation and contemplation before acting to avoid any unwanted side effects.

Shamans - Shamanic magic is similar to that of clerics, in that their power derives from other entities. Rather than distant Immortals, however, shamans look to the natural spirits around them; dead ancestors, the essence of living and non-living natural things, and so on. Also, rather than channel the power of these spirits directly, as clerics do, the shaman's service to the spirits is rewarded by the spirits basically creating magical effects for them. Clerics claim that the inferiority of these spirits to true Immortals is the reason for the somewhat weaker nature of shamanic magic, but most shamans and the spirits they serve find this attitude pretty insulting.

29 September 2017

House Rules - Some Basic Skills Every Spellcaster Should Have, Without Needing to Waste a Spell

The Classic D&D game grants a lot of abilities to magic users through their spells, including a few I think should be learned skills, not requiring the casting of a spell to perform. Among these are the abilities to read magic, detect magic and identify magic items.

Hold up though, I'm not just going to give every 1st level magic user, elf or wicca the power to perform these activities any time they wish with a 100% success rate! Like the class skills of the thief, these skills start out weak and undependable, and increase in reliability as the magic user progresses in levels.

At the DM's option, clerics, druids and shamans may gain similar abilities, restricted to the magical writings, spell effects and items accessible by their class. 




Magic User's Level


Read Magic %


Detect Magic %


Identify Item %


1

35

20

3


2

50

30

7


3

65

40

10


4

80

50

15


5

95

60

20


6

99

70

25


7

99

80

30


8

99

90

35


9

99

99

40


10

99

99

45


11

99

99

50


12

99

99

55


13

99

99

60


14

99

99

65


15

99

99

70


16

99

99

75


17

99

99

80


18

99

99

85


19

99

99

90


20

99

99

95


21

99

99

99


Some notes on the table:

Read Magic: All magic users are taught to write in magical code, so it makes no sense to me that interpreting the magical code of other spellcasters would be so difficult as to require using a spell. There is one important factor to keep in mind, however, since this skill is just a learned ability, not a spell or imbued magical power, it's not without flaw. The magic user must be conversant in the base language used to write the magical code. For example, William is a scottish magic user who drafts his scrolls in Gaelic. For Pierre, a french magic user, to be able to decipher William's scrolls using this skill, he must also have some skill in the Gaelic language. If not, the read magic spell, as presented in the Basic rules, is still available, and without the chance of failure. A result of (1)00 on the skill check is an abject failure and may provide flawed translations, while a roll of 01 is a decisive success and may grant additional information, DM's fiat.

Detect Magic: Another skill that is so innate to being a magic user that it seems illogical to have to 'waste' a spell performing. Almost all fantasy fiction I've read includes some reference, minor or otherwise, to aura-reading by practitioners of magic. Granted though, from the point of view of a spellcaster, all creatures (and perhaps all living things, including plants, depending on the mythos) are inherently magical, so the chance of failure here reflects the magic user's improving ability to accurately interpret the difference between 'ambient' magic and items or creatures that are actually enchanted. A result of (1)00 on the skill check is an abject failure and may provide false readings, while a roll of 01 is a decisive success and may grant additional information, such as a hint at the nature of the enchantment, DM's fiat. Once again, if a magic user needs a 100% accurate reading, the Detect Magic Spell is still available.

Identify Magic: Through his studies to become a magic user, and further training to advance in level, the magic user surely picks up a vast array of trivial knowledge related to the craft. These seemingly useless (at the time one learns them) bits of lore can later come in handy when trying to determine the nature, history and powers of a magical item. However, this should not be treated as a 100% accurate, "read the item's entry in the rule book" style identification of the item. Instead, we take a little inspiration from the AD&D 2nd edition Complete Bard's Handbook. Upon acquiring a new magical item, the magic user may spend 1d2 hours studying it, checking his notes, jogging his memory, etc. Then a skill check is made, and each successful use of this skill should reveal one of the following bits of information:
Whether item is intelligent, Whether items is cursed/evil, Item's name, Famous past owners, Age of item, Where it was made, Who crafted it, Who can use it (Class, Race or Alignment restrictions), General effects (described as 'creates a blazing inferno' or 'shoots deadly bolts of magical force' instead of 'fireball' or 'magic missile', for example), How to activate it (Command Words, etc)

Each bit of information gleaned provides a +5% bonus to subsequent rolls, but once a check is failed, no further attempts to identify that item may be made until the Magic User or Elf has Gained a level of experience.

A roll of (1)00 on the skill check is an abject failure, and may provide false information. Likewise, a roll of 01 on the check is considered a decisive success and may provide additional information, lower the time required to study the item, etc.

As always, if the magic user needs a fast or 100% accurate identification of an item, the use of the Analyze or Lore spells or a Slate of Identification, or hiring of an NPC sage with access to either one, is available as normal.

A note on the use of these abilities by Elf class PCs:
Whenever fiddling with the rules related to magic users, I'm forced to weigh the impact of the changes on the elf class as well. In general, I either deny the tweaks to the elves, or limit them in some way to keep the magic user a viable class in light of the elf's added martial prowess.
In this case, I allow elves access to these skills, but they are treated as being two levels lower in experience when consulting the chart, which also means that they have an actual rating of 0% success on the charts until attaining 3rd level. However, since each skill notes that a roll of 01 is always a success, 1st and 2nd level elves have a base 1% chance of success with all three skills.