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

Thursday, August 26, 2021

You're a Wizard!


Old school Magic-Users have a tough row to hoe at low levels. The payoff is that when they gain higher levels nobody can fuck with them.

But here's a problem: Most players of D&D (especially classic editions) are playing low level characters almost all of the time. This is especially true for public games where the tendency is to run little dungeon romps for characters in the 1-5 level range.

Wizards in this range are fragile and can't do much. And anyone who argues that you can "still throw a dart" is a fool. Don't listen to them.

Make low level wizards better instead. It's the morally correct thing to do.

To that end, here are some ideas and thoughts I've had about old school MUs over the years on this blog.

In Read That Magic I kind of go off on a rant about using B/X rules as written and how it makes playing a first level wizard kind of lame. I still feel that way. If we assume most games are not going to get into higher levels, then you need to beef up them wizards. Don't be a tool.

In OSE and B/X Spellbooks I talk about three ways you can play B/X rules as written and work it into the fantasy fiction of your campaign. I like these ideas, though I'm prone to just house ruling the shit out of wizards instead.

In Magic-User with Sword I talk about allowing wizards to use weapons other than daggers and to wear armor. Because I detest the notion that they somehow just can't do it. Let your wizard pick up a sword, for crying out loud. They'll suck at using it.

NOTE: One thing I didn't address in that post was just how much emphasis B/X puts on magic swords and just how much benefit that is to the Fighter class. If the wizard can also use a vorpal sword or +3 sword or whatever, then the Fighter's niche is threatened. I get that. And I'm actually OK with the caveat that magic swords want to be used by warriors, not wizards. So a +3 blood drinking sword might simply refuse to function in the hands of a wizard. It's magic, after all.

In B/X Wizard I present a Wizard class for B/X. This was used in my Isles of Rone game and worked quite well, though we only played at level 3. It's actually a little bit more fiddly than I prefer in a B/X class, but perhaps not over the top. It includes the use of other weapons and armor, brewing potions, using both M-U and Cleric spells (I tend not to want Clerics in my games), allows and emphasizes magical research from level 1 forward, and grants the PC one special item.

If I revised this class today I'd do it a little bit differently. I'd open up the Wizard's ability to create magic stuff, including potions, but I'd tie such efforts to time and money more explicitly. It should be no big deal for a Wizard to brew a potion if given a few days to work on it. But of course you don't want the power gamer to convert the 30 days of downtime since the last adventure into 15 potions. But you also don't want overly persnickety potion brewing rules (I still love keeping B/X classes to a single sheet of paper, if I can).

Another idea I'm noodling is to only have 4 house rules for Wizards.

1. You can brew potions, make magic items, and conduct magical research from level 1.

2. You get 2 extra level 1 spell slots from level 1.

3. You can use any weapon but you can't have it ready and also cast a spell and it takes a round to get it out or put it up.

4. You can wear armor, but you have to make a save vs. Spells in order to cast and the armor's AC benefit is a penalty to your save.

Just some thoughts.

Sunday, March 1, 2020

Read That Magic

I mean, you can use Read Magic as written. And I'm sure some people do. That's a hardcore way to play the game, innit? Super hardcore.

I'm a level 1 Magic-User. I get 1 spell per day and I only have 1 spell in my spellbook (if we're rocking B/X). If the DM allows me to pick my spell, I'm going to be super inclined to choose Magic Missile. Because I wanna kill a goblin and maybe defend myself. I signed up to be a WIZARD didn't I? But I understand how this game works and I know for a fact my DM is going to run it RAW. I really badly need Read Magic. So I go with that.

I don't have any scrolls. We're in the dungeon. We're ambushed by goblins. What do I do? Cast Read Magic on his ass?

Aaaaaand cue the groggy response: "I hate it when people play Magic-Users and think they can't do anything when they're out of spells. You can always throw a dart."

Except... the thing is... it's Friday night, someone was running some good old D&D, and I thought it would be fun to be a god damned wizard. I mean yeah, sure, I can get creative and use my chalk and beans and flour and darts. But I'm a WIZARD. And having Read Magic as my only spell is pretty fuckin' lame.

Lots of people house rule this one. They either wave the entire Read Magic requirement or they give first level Magic-Users more spells. Kinda like how Thief skills get house ruled... because the original rule blows chunks.

Look, just because you have wood for OD&D and you want a pure, honest, true game, don't do that shit to your poor players. Unless all of them look at you and say "We wanna play rules-as-written!". Give that first level MU some spells. Make reading magic scrolls a thing people can just DO. Or just wizards, if that's how you wanna game it.

If you absolutely must run RAW (nobody does, there's always a house rule of two), then start your PCs at level 3 and make god damn sure the MU has a fuckin' Read Magic spell. Seriously.

Saturday, January 18, 2020

OSE and B/X Spellbooks

One of the things I always ignored about B/X was the strict rules on wizards' spellbooks. Probably because my first gaming group mixed B/X and 1e liberally, I hated the idea that a wizard couldn't find lots of spells hidden in dungeons and add them to their library. By B/X rules as written, you can find a million spells and still only be able to write into your own book the exact number of spells you can cast per day, per your level.

Of course this is a game and they were intentionally trying to make it simple. And it works. It's clean and fast and easy. And if I allow myself to just accept this as the rules and then think about how it can be justified in the fiction I can come up with some cool ideas, I think.

Every Spell is Unique

Magic spells are like living entities. They exist in only a single place in a single book. The magic-user who has Fireball in their spellbook is definitely going to be the Flame Wizard or something like that. In this version of the fiction wizards would necessarily be rare simply because finding spells is god damn hard.

So the magic-user who wants the power to create light must find the wizard who is the master of the Light spell and somehow convince them to give the spell over. Maybe they barter powerful magic items or weird arcane paraphernalia. Or maybe one wizard slays the other in magical combat. Either way, perhaps the rules need tweaked a little bit to allow the acquiring wizard to transfer the Light spell from the other wizard's book into their own. Or, since we're talking fantasy here, the Light spell, knowing it has a new master, transfers itself.

This idea makes the rules on page X51 (page 59 of the Old School Essentials Rules Tome) much more attractive to the player. If I can't find a new spell to cast I can create one! This also gives the players and DM more incentive to have weird things in the campaign. For example, to cast Light, you don't have to have anything. You just say the words and make a gesture. But to research a new spell you need to find rare materials. Now's your chance to actually have eye of newt be an important thing in your game. Do you have eye of newt just lying around? You've been murder-hoboing around the dungeons for 3 levels. When have you had time to set up a proper workshop?

This type of campaign could be a lot of fun for the magic-user and DM. But it feels like it might be the party wizard who is dictating campaign goals. The fighter and halfing are just looking to spend some coin on grog and go bust goblin heads.

NOTE: I vaguely remembered a blog post from back in the glory days of he OSR where someone pontificated this same idea, more or less. And it is here on Ode to Black Dougal.

Rules as Written, Buddy

So in this fiction spells are not unique entities, they are just rare and hard to come by. This is actually
exactly what the Ode to Black Dougal post was talking about in the link above.

The biggest difference here is that Read Magic is an even more important spell than anything else. It's true even in the concept outlined above, but with that idea you could have the house rule that allows spells to be transferred from one book to another. Here you don't have that option. You must be taught or you must do research. I suspect a good DM would require the use of Read Magic quite a bit in this kind of campaign.

As an aside, I never ever ever paid attention to the rule that you have to use Read Magic to cast from a scroll. Or even a book. My rule was always that anyone can read a scroll and any wizard can read a spell from a book. But in either case, reading the spell makes it vanish (or explode, disintegrate, slither off the page, etc.). In the hardcore RAW campaign, I think you'd have to ensure that your party's wizard has Read Magic as their first spell or else make damn sure it becomes available quickly or a magic item bestowing it becomes available.

It Is the Way

In this fiction the wizard is obeying ancient laws and customs. This might be because of some grand all-powerful order of wizards or because of the hand of the gods. In either case, the magic-user will only transcribe the exact number and levels of spells they are able to cast per their level. Not because they can't do otherwise, but because doing otherwise is unthinkable, like kicking a puppy.

You can take this one a step further and say that the wizard actually has levels in the fiction, not just in the game. So those level titles become concrete in-fiction devices. You're on the deepest level of the dungeon and you just hit 20,000 XP? You'll have to wait until you can make it back to the High Yellow Tower and demonstrate your skills in order for the Lofty Sorceress to initiate you into the ranks of the Enchanters.

By this style of play you open things up to a ton of potential fun. Because you know that one player is going to break the rules. They're going to thumb their nose at the Order like a witch slinging Avada Kedavra all over the halls of Hogwarts. Let them! What are the consequences going to be? Will the other wizards come calling? Will the gods themselves show up? Will the magic-user's body be twisted and ruined as if cursed each time they cast more spells than they are supposed to?

Tuesday, December 24, 2019

Supercalla PDF is Live

Supercalla is alive! The PDF is now available for your road rage pleasures.

What's in it?


  • 36 character backgrounds such as Old Lawdog, Long Distance Runner, Trucker, and Three-Eyed Demon Biker
  • Space weapons such as Blas-Tar Boppers, chi destabilizers, and MasSault Atomizers.
  • The Law
  • Space magic
  • Random tables for fun and profit
  • A delicious layout by Matt Hildebrand!
So get your motor running! I suggest listening to Judas Priest, perhaps "Breaking the Law" and "Heading Out to the Highway", to get this party started.


NOTE: There is a print option coming.




Sunday, September 1, 2019

Blue Wizard (finished)

I posted the sketch for this guy a while back. Here's the finished art. The version appearing in The Hole in the Oak is cropped a bit.

Back in my day, sonny, we rolled our only d6 up hill in the snow. Both wa-- well you get what I'm sayin'.