Showing posts with label intelligence. Show all posts
Showing posts with label intelligence. Show all posts

Tuesday, August 24, 2021

Magical Arts and Crafts

Crafting rules for pen-and-paper RPGs usually miss the mark. They're often overwrought or too complicated. Sometimes they're too specific to a certain setting and difficult to apply outside of it.

Magical crafting rules will usually list a set of components or reagents necessary, plus a Very Special element that requires a Very Special quest to retrieve. This approach forces a campaign to revolve around crafting, at least for a little bit. That's fine and could be fun, but what if you want to play a magical craftsman or enchanter type in a more traditional dungeon crawl campaign?

I designed a game mechanism (class feature, character ability, however you want to use it) to address that question.

What is art? Are we art? Is art art?

Magical Infusions

It all starts with a spell scroll. To craft a magical item at low levels, you must transfer the magic from a spell scroll into that item.

Why spell scrolls? Mostly because spell scrolls fit right into the basic dungeon-crawling feedback loop. They're found as treasure in most adventures.

Then, with enough time, the right tools, a place to work, and some training, a character can infuse an otherwise mundane object with the spell from that scroll. This allows someone to cast that spell from the item instead of the scroll.

Why would anyone want to go through this trouble?

  • It could increase the number of consumable spells at your party's disposal, as it doesn't necessarily consume the original spell scroll.
  • Anyone can cast the spell from the infused item, whereas not everyone can use spell scrolls.
Ok, so what are the limitations?
  • A character can only maintain a number of infusions equal to their class level.
  • Every attempt to infuse an item carries a 10% chance of error: the spell disappears from the scroll, and maybe something else goes awry.

Creating an Infusion

To infuse an item with magic, the character requires:
  • A spell scroll that they can read
  • A set of tools: tinker's, alchemist's, smith's ... something
  • A workbench in a safe place
Then, the character can spend an uninterrupted day at work to make an infusion attempt using their Intelligence score. This could be a standard INT check based on your system of choice. Alternatively, you could use the Spell Books and Learning Spells table from OSE: Advanced Fantasy that I referenced in my previous post on copying spells.

Whichever method you use to adjudicate the Intelligence check, remember to include a 10% chance that the scroll gets erased entirely.

Higher Level Spells

One potential way to abuse this ability: finding a high level spell scroll and using it to repeatedly churn out powerful infusions, even at a low class level.

To avoid this, you could simply rule that there is a maximum spell level that a character can infuse at any given class level. I would probably align this to the maximum spell level that a magic-user of a similar class level could cast.

Or, you could allow higher level infusions, but apply some penalty to the infusion attempt.

Infusions on Adventures

Once created, any character can carry this infused item and cast the spell contained within in the same way a magic-user would cast a spell from memory. Once used, the magic fades and the spell cannot be cast again.

However, if returned to the character who created it in the first place, there is a chance that they can recharge the infusion by spending another day at work and making another attempt using their Intelligence score. Note that they do not need the original scroll on hand to do this.

They only get one shot: if the attempt to recharge the infusion fails, the magic fades for good.

An Example

You're a Level 2 Fighter. Last week during your downtime, a fairy smith in town taught you how to enchant items using the process described above.

During your adventure, your party finds a Scroll of Invisibility. You pocket it and return to town.

You acquire some tools from the local blacksmith and rent out a room with a large table where you can work. You spend the next full day tinkering with a mundane silver ring and the scroll.

You have an Intelligence score of 13. Since Invisibility is a Level 2 spell (and above what an equivalent M-U could cast at this level), the referee applies a -2 penalty to your INT score for this check. That brings your adjusted score to 11: a 50% chance of success.

You make a roll: 67. A failure. However, not within the 10% range of a catastrophic failure, so the scroll is still intact. You sleep and make another attempt the next day.

This time you roll a 14: success! You have infused the spell Invisibility into the ring. You grab another ring and try again the next day, since at Level 2 you can maintain two infusions.

You make your check: 96. Uh oh, you're in the danger zone. The attempt fails. The spell disappears from the scroll! The mishap makes your eyes turn a milky gray.

After a few more days of rest, you slip on your magical ring with its single charge and set off for your next adventure, looking for more spell scrolls.

Monday, July 20, 2020

Casting Spells

Last night I kicked off a mini-campaign that will employ a simplified, hacked, and house-ruled magic system. The action only saw one spell cast, but it was memorable. The caster completely botched it and suffered a nasty spell complication.

But the complication was the icing on the top. The real fun came with the uncertainty inherent in the magic system and casting mechanics, which revolve around a d20 roll-to-cast instead of relying on spell points or spell slots. The spell being cast wasn't written in the rules and so it had a real air of mystery and sorcery. I couldn't be happier with the system's first test.

A sorcerer who has suffered from numerous spell catastrophes (art by Russ Nicholson)

Spellcasting works like this:
  • Spellcasters specialize in certain types of spells: schools, circles, domains, whatever. They are proficient in casting those spells. They can cast other spells, but not as well.
  • During every full rest (a rest spent in a safe haven), a caster can memorize a number of spells equal to their level.
  • When they wish to cast a spell, they roll a d20 and add their INT bonus (and caster level / 2 if it's from their favored school), trying to exceed 10 plus the level of the spell.
    • If they succeed, they cast the spell and remember the steps to cast it again.
    • If they fail, they still cast the spell, but forget how to cast it again.
    • A natural 1 results in bad news: everything goes bottoms up. The casting fails miserably and the caster suffers a catastrophe.
  • If the spell requires an attack or contested roll, use the result of the d20 roll as the attack roll.
That's pretty much it. I'm using the magnificently zany supplement Wonder & Wickedness as the source of my sorcery schools, spell catastrophes, and several spells. The casting system itself draws inspiration from Dungeon Crawl Classics and Index Card RPG, for those of you interested in my influences.

One tweak I may consider once the players become more familiar: a less binary set of results for the casting check, based on my d20 reaction table. Something like:

< 2 Catastrophe! The spell fails, it's lost from memory, and the caster suffers a magical mishap.

2 - 6 Casting fizzles ... the spell fails and it's lost from memory.

7 - Target Lost focus ... the spell actuates but it's lost from memory.

> Target Textbook casting. The spell actuates and the caster can recall the incantation to cast it again.

Natural 1s always count as a catastrophe result, regardless of modifiers.