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.

01 October 2017

The Known World Setting - Clerics, Druids & Shamans in the Five Faceted Faith

The Classic D&D game never delved much into the details of a cleric's faith. The basic rules even state the following.




"In D&D games, as in real life, people have ethical and theological beliefs. This game does not deal with those beliefs. All characters are assumed to have them, and they do not affect the game. They can be assumed, just as eating, resting and other activities are assumed, and should not become part of the tame.


A Cleric's spell powers come from the strength of the Cleric's beliefs..."

 --- Basic Rules, Player's Manual, pg. 24

The DM's book isn't quite as strict.

"Deities

You may choose to add flavor to your games by adding mythological deities. The characters would be followers of such beings, and a cleric could serve a specific deity. However, all such activities are assumed, and should not influence play or change the rules in any way. No deity would react to the actions of any individual character, nor offer any special help.


The deities of the game characters may be similar to the mythological gods and goddesses of days long past. The ancient Greeks, for example, worshipped many gods; Zeus, Apollo, Poseidon, and so forth. According to legend, these gods would grant favors to their worshippers, and that is one way to explain the magic spells a cleric character can cast in the game.




The DM should be careful not to needlessly offend players, and current beliefs should be avoided."

 -- Basic Rules, Dungeon Master's Rulebook, pg. 15

Still not too encouraging, but I keep in mind that this was written in the 1980s, when there was a strong backlash against RPGs and D&D in particular by religious fundamentalists. It was probably prudent to keep any appearance of encouraging "pagan" religions out of the game at that time.

Having said that, it is perfectly acceptable to play the game that way, with no real thought given to whom or what a Cleric gets spells from. Especially in a true old school style game where role-play, let's be honest, takes a back seat to hack & slash and traps and dungeon crawling, it doesn't really matter that much.

Some of us prefer a different approach, where some details of the Cleric's faith are presented, to encourage story telling and role playing. Later editions of the game, and the various other settings deal with this in varying degrees of depth, but what about the Known World?

Although the Known World dates back to the B/X Expert set, and some of the adventure modules that came before BECMI, Frank Mentzer really began to integrate the setting into the rules, and it's usually considered the default setting for the game. The problem with this is, the setting seems chained to Frank's statement that the gods of the setting should not be detailed, and alas, they are not, at any point.

The Master and Immortal rules introduced options for characters to become Immortals, somewhat god-like beings with abilities far beyond those of mortals. While not quite gods, these beings are the closest thing TSR published for the setting, and various products later on treated various NPC Immortals as the figures of religious worship in the Known World.

That's fine, but while some of the nations and realms, especially those of the Hollow World subsetting, got a pretty treatment in the Immortals department, others got almost none. So we either use the published Immortals and fill in the gaps, or ignore them and use something else, maybe borrowing a pantheon from mythology or from another campaign setting. There's nothing wrong with this at all, and if you favor a certain mythos your game will definitely benefit from using it, but I wanted something a little more unique to the Known World, so I started looking at what I have to work with.

In the D&D game, the first real defining factor in a character's moral and ethical outlook is of course alignment. You could, I suppose, just use the three alignments as the overarching religions of the campaign, but this doesn't give much room for creativity, and leads to the old questions about whether or not all Lawful people act and think the same way. Probably not, if you ask me.

Then it struck me, the five spheres of power! Frank introduced these five basic components of the multiverse to present the various paths a PC can take toward gaining immortality. The Immortals mentioned in other Known World sources all assign one of the spheres of power to each of them. This gives us five basic religions, one tied to each sphere of power.

The Spheres of Power are not gods though. They are concepts, universal truths that allow an understanding of the multiverse and how things in it work. Through understanding and study beyond the grasp of most of his peers, the Cleric learns how to channel his devotion and knowledge of his sphere of choice into the subtle manipulations of reality that other mortals call divine magic.

But that's only 5 options, not a whole lot better than 3, right? Yes, and no. No, because once we have the basic five religions, we can diversify them and flesh them out as much as we want, with Immortals! While not gods, technically, the Immortals serve as saint like figures, epitomizing some aspect of the Sphere's ideals. The PC Cleric's religion is his sphere, but he can belong to a faction or sect that reveres a specific Immortal, if the player wants some more depth and backstory.

This also gives us the chance to meddle with the Immortals the publish material provides. Just because Alphaks is a published Immortal, the Clerics of his sphere (which happens to be Energy) don't need to worship him, and the NPCs the party runs into don't either if you don't want to introduce him. But if some pesky player points out that he's in this or that sourcebook, you can just say "he's not that popular in these parts", and plan some future encounter to satisfy that player's desire to involve him in the campaign. You can also introduce any new Immortals you like, either from your own imagination, or by borrowing deities and demigods from other settings or game systems.

Here's a thumbnail view of each sphere's ideals, and how they relate to each other.

In the Known World, the five sphere's of power are:
Matter
Energy
Time
Thought
Entropy

A Cleric PC chooses which one to devote himself to, but this does not mean he totally forsakes or disbelieves in the others. The wise understand that all five are key ingredients in the multiverse, and without any one of them, life as it is known in the  Known World would not be. The 5 sphere's are represented with a pentacle, like this:


Each of the five points represents one of the spheres, and depicts the traditional rune used as a symbol for that sphere/faith. The kind of cruciform rune in the center symbolizes man (or demi-man) or existence and also designates which direction the pentacle is oriented in. All the spheres are considered equal and no one direction is considered up or down, or superior to the others, the only reason for this calibration feature is the fact that the runes for the spheres can become confusing if turned or inverted. This matters because a Cleric makes the pentacle his holy symbol by orienting it with his sphere of devotion pointing up. This is how Clerics of the different spheres recognize each other.

Here's a quick overview of the five spheres.

Matter: This sphere is related to the element of earch, and represents resilience, stability and longevity. Tradition and ancestry are important to followers of this sphere, as well as birth and growth, where the old matter lost to entropy is seen as being reclaimed and shaped into something new. Matter is tied to the Lawful alignment primarily, and favors fighters and dwarves among the PC classes and race. Matter is opposed to time, energy and entropy.

Energy: Energy is embodied in fire and represents activity, change and imagination. Free thinkers and revolutionaries are often followers of this sphere, as well as those with quick tempers or bad attitudes. Energy is tied to the Chaotic alignment, and favors magic users and elves. Most practitioners of arcane magic pay at least lip service to this sphere and its Immortals. Energy is opposed to matter, thought and time.

Time: This sphere manifests in water, as the running of rivers and tides of the seas are seen as the clocks of the multiverse, eternally ticking off life's fleeting moments. Time encourages change, but change with planning and set goals, as opposed to the chaotic whims of Energy or the destructive forces of entropy. Time is tied to the Neutral Alignment, and favors Halflings. The sphere is opposed to matter, energy and entropy.

Thought: Thought is represented by air, without which there is no life (for most thinking creatures, anyway). The sphere symbolizes learning, philosophy, understanding and truth. Followers of this sphere are curious and yearn for knowledge. Though tied to no alignment, Thought favors the thief class, and is opposed to energy and entropy.

Entropy: Entropy is darkness, chaos and death, and not tied to any physical element, but considered a spirit element that pervades all things, causing disorder, sickness, weakness and death. Disciples of entropy understand, however, that these things are a necessary part of the natural order of things, and are not always evil minded. Entropy favors no PC class above others, but is tied to the Chaotic alignment. Entropy opposes all other spheres.

A note about druids and shamans.



Unlike Clerics, druids revere all five spheres equally, finding truth in the natural world that results from the mingling of all the spheres. To denote this, they usually adopt a featureless pentacle, meant to symbolize the blind equality of each aspect of existence.

Shamans, on the other hand, coming from societies with more primitive (though not necessarily inferior) understandings of the world, do not follow the spheres directly. Instead they gain their spells through worship and reverence of totemic spirits, usually representing animals, plants, landmarks or ancestors important to their people. These totem spirits are treated as Immortals, usually of the matter, time or thought spheres, for all intents and purposes here.

Most commonfolk don't pay much mind to the lofty ideas of spheres and multiversal truths, and will tend to follow a group of Immortals and/or spirits relevant to their location and life.

Just as Clerics of one sphere do not necessarily disbelieve or hate the teachings of the other spheres, most, if not all, churches represent all five spheres. One (or more) may be more dominant in the local dogma than others, but in most cases no follower of any sphere is turned away. Churches also tend to build doctrine heavily around the Immortals of their favored sphere(s).

That sums up the basics, let me know what you think. Like I said, I'll go into each sphere and its followers and Immortals in separate posts in the near future.

I hope it isn't an issue for anyone here, but let me state flat out, the use of the pentacle/pentagram here is for entirely fictitious depiction of concepts in a fantasy campaign. I do not intend to insult or offend the beliefs of any pagan ideologies that invoke the pentacle symbolism.