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

Tuesday, March 3, 2020

The Infernax of Spells, Necromancy and Black Magic

Man! Wish I had a copy of this. But like the Centurion says "it's extremely rare".

This is video review done by Centurion's Review Youtube Channel. Who often reviews old wargames esp micro games. But occasionally has an RPG item like this.


Approved by Dave Arneson

Wednesday, October 31, 2012

Arcane Duels

These rules are part of Gold and Glory's Player's Hand Book and are inspired by JG "Field Guide to Encounters, Vol 1", pg11.  I have yet to play test these, 1st lvl characters are reluctant to engage their betters in mental fisticuffs.

Arcane casters such as Magi, Wizards, and Seers may challenge each other to Duels of Arcane Mastery also known as Manitou Combat. These are mechanics you are required to flavor them up to suit your campaign and/or character.

It Begins

Eye to eye contact is required to initiate a duel which may be avoided with successful Save. This does not inhibit blind duelists who make use of their mind's eye.

Duels are resolved in an arena of the minds. Participants are oblivious to the world around them. Mental spells or effects such as telepathy, ESP, charm, sleep will not work on them. Although their bodies aren't particularly protected from harm.

Brain Brawl

Duels are fought in a series of segments. Three of which occur for every "physical world" round at end of each Combat, Movement, and Action phases(or whatever works for you).  Each duelist starts with mojo equal to their level. At the start of any segment duelists may burn a spell and gain (spell level) mojo.

Each segment each duelist rolls Xd6, X is any number up to caster's level. But, beware rolling doubles, which tend towards being bad. Everyone losses mojo equal to (their roll - highest roll). If two or more are tied for highest they each loose on mojo.

There Can Be Only One!

A duelist reduced to zero mojo also loses. Losers' regain conscious physically drained from their defeat (current Hit Points are reduced by half and they are Stunned for d4 rounds). The last remaining duelist wins! Their mind returns to their body invigorated from victory. They may act normally the next phase.

Extra Secret Results of Rolling Multiples from Referee's Screen

Doubles                      Triples
============================ =================================
1 Blamo!, lose duel          Pop! Head explodes, lose life
2 roll on Minor Chaos Table  roll on Heinous Blunders Table
  (google for it)              (google for it)
3 Psychically Stunned        Psychically Scarred, 
  for 3 segments               forget d6 memorized spells
4 Ow, -d6 HP                 Ow!, -d6 HP
5 Sloppy, loose 1 mojo       Mana Leaking Everywhere, loose d6 mojo
6 Well played, steal 1 mojo  Well Played, steal d6 mojo from opnt

Wednesday, January 18, 2012

Potion Brewing

For brewing potions I use similar mechanics to Spell Research.


To brew any potion requires it's recipe, non-magical lists of ingredients and instructions.  It also takes time and money.  Success is not guaranteed.  In fact peculiar or even deadly results are possible.  The chance of success can be increased if a congruent spell is cast as a ritual during potion creation.


One day and effect's level*d4*25gp per roll:

  2d6 + mods >= 7 potion created
    "doubles" - Funkyness from bad (12) to good (2)

    +X brewer's level
    -X potion effect's level
    +X matching ritual caster's level


Example "doubles"; 12, poison. 10, Potion of Delusion. 8, potion lasts only 2 rnds. 6, brewer's skin is green d6x days. 4, d4 doses created. 2, double strength.

Monday, January 16, 2012

Spell Research

In my Gold and Glory campaign I've created some fluff around standard D&D magic.  Which has lead to particular research rules I use.


Magi open valences in their mind that attract and store magical energies (aka memorize spells into spell slot). To do this they study complex mathemamystical formulae (aka spell book).  Each valence is unique and it is not possible to open two identical ones. (aka no duplicate spells).  It takes about a night's rest to accumulate enough magical energy (aka cast each spell 1/day).  These energies are expended when spell is cast, but, the valence remains open (aka spell book only needed to change "load out").   These formulae may be written in any language, but most grimoires, at least the good ones, tend to be written in ancient, obscure, and/or diabolical languages (aka no read magic required).  These formulae are not magical in and of themselves (aka no scrolls).  With a source of concentrated mana to fuel spell in place of valence energy, a formulae may be slowly followed/recited (aka 10gp/lvl & 10min ritual casting).

[I make frequent use of a 2d6 mechanic where player rolls 1d6 and DM rolls 1d6 (in secret).  The player will have some idea of the total, but not absolute knowledge.  I use this for various rolls below.  I picked this up from some blog post where it was used for reaction roll.  In addition rolling "doubles" indicates some special (odd) occurrence from bad (snake eyes) to good (boxcars).]


Spell formulae maybe be copied

It takes a great deal of skill and time to copy formulae. Ruining the copy during this process is common. There is always the chance of introducing an unintended and unnoticed alteration. The Magus may continue spending time and money until they create the number of copies desired.

One day and d4*25gp per roll:

  2d6 + mods >= 7 copy of formulae created
    "doubles" - Funkyness from bad (12) to good (2)

    +X Int Mod
    -1 spell is not known
    -2 transliterating spell from one language to another
    -4 transcriber does not know language spell is written in

Some example "doubles"; 12, error in transcription, spell will explode (d6/lvl, centered on magi) when cast. 10, spell will have opposite effect.  8, spell will fizzle.  6, spell's effects won't manifest until d4 rounds after it is cast. 4, weird but not that beneficial change to spell.  2, spell improved (better range, duration, effect).


Spell formulae must be learnt

Learning a formulae, which is required to cast spell, requires only time. Magi "learn" a given formulae after a number of "research points" equal to 10*spell level is accumulated.

One day per roll (reset to 0 if one week passes without study)

  2d6 + character level + INT Mod research points accumulated
    "doubles" <= spell level, roll on Formulaic Research Mishap Table

  Base difficultly 10 * spell level research points. Multipliers:
    .5x      With tutor, access to extensive library, or the like
    .1-1.0x  How well understood is formula's language

This same process can be used for other research, magic item creation etc. Additional researchers are possible. Add their level(s) and Intelligence modifier(s) but still only roll 2d6. Inventing new spells, creating magic items takes more time and costs money. Typical spell research; d4x days uninterrupted study and d10*100gp per roll (reset to 0 if four continuous weeks pass without study)


Formulaic Research Mishap Table

d20
1    "Formulaic Magic is relatively Safe", roll on Heinous Blunder Table,
     but effects only last d6x days.
2    Unwanted magical discharge destroys d4x nearby formulae.
3    "Whoa that was intense", wake up d4x days later.
4    "Blammo!", take Xd6 damage (X=spell level), laboratory needs rebuilding.
5    Research attracts a knicker fairy which now lives in your pants.
6    "I am a meat popsicle"; Mental breakdown, worthless for d6x days.
7    "Who set the roof on fire?"
8    "Who set me on fire?" d6 cumulative damage per round until put out.
9-11 A kindly Magus offers you assistance; send them packing? Yes; research
     failed very next day... No; roll d4
     1) Robs you instead.
     2) Is an incompetent idiot and kills himself in process of ruining
        your research.
     3) Spy for an enemy.
     4) Actually helps! d6x research points.
12   Brain is mental mush, can't memorize spells for d6x days.
13   Develop minor psychosis, lasts d6x days.
14   Roll on d10,000 magic effect table.
15   Research ruined when peasantry with torches and pitchforks come round
     to put and end to your "deviltry".
16   Burnt out; no Formulaic Research for d6x weeks.
17   Waste d4 more days of fruitless research.
18   "Note to self; brandy good, research good, together bad."
19   Succumb to exhaustion and sleep for 8+d6x hours. Wake up refreshed with
     desire go outside, take a walk, see the Sun.
20   "We learn from failure", re-roll to determine nature of that failure
     but formulae is learnt/researched.


Heinous Magical Blunders Table

Saturday, January 14, 2012

Experimental Magic System

When I've run games with "new to Pen and Paper RPGs" players I've noticed they don't pick up well with the standard spell mechanic (memorizing a subset of spells they know into spell slots).  It's also kind of a pain to track what's memorized and what's been cast.  New and old players don't jive well with "I cast one spell, and then nothing until tomorrow morning?"  Over the years I've tried various mechanics to reduce paperwork, planning, and increase frequency of "action" for spell casters.

I see two very different types of magic-users, that appeal to different types of players.  Magi, scholarly types who poor over tomes to memorize spells. i.e. the traditional D&D Vancian magic-user.  And Wizards, intrinsic magic types that have a smaller set of spells but can cast them without memorization.  Something akin to 3.x sorcerer but I believe sorcerer class made mistake of using spell slots.  Not different enough to be unique and similar enough to be confusing.


This is the experimental draft system I'm gonna try in my "after work with coworkers" campaign starting soon.  Experimental in that it hasn't been play tested and thus is lame blog filler ;)

Wizards have a pool of mana. [need glass beads, poker chips, MTG life counter, something tangible / better than keeping track on paper].  The amount of mana in pool will increase in level.  Exact numbers TBD but 10 + spell slots seems good starting point.  Mana resets daily.

When spell is successfully cast, reduce wizard's mana pool by amount equal to spell's cost, minimum 0.  It's ok not to have enough mana for spell's cost. [maybe should rename it "arcane stamina"?]    Cost normally equals spells level.  The cost for spells that scale with level (e.g. fireball, magic missile) equal effect's level.


Unlike Magi Wizards, do not get "at will" Rituals (which take 10min and cost 10gp/lvl).


To cast a spell Wizard must roll successful casting check.

    d20 + mana pool >= 20 spell cast (expend mana == spell level)
      natural "1"  - consult Intrinsic Arcane Magic Miscast Table.
      natural "20" - mana not expended.


Basically a spell point system with twist current spell point total is casting check modifier.  The slowly eroding chance to successfully cast spell gives lot of intuitive control and options for resource management.  A casting check with fairly high chance of failure is key to giving the player more to do (trying to make roll every round) without greatly increasing the number of spells cast.

Overall these house rules seemingly result in more spells being cast.  But, if rituals (which I have play tested) are an indication, it's really less "running back to town" to rest/memorize and nearly same amount of casting per session.  Which is great in my book.

I'm not sure how it holds up at higher level, 5+.  When they have large mana pool they will be able to cast many lower level spells.  First, I'm fine with magic in general and Wizards being "powerful".  Second, there is always 5% (natural 1) chance of failure.

Hmmmm, just thought of variation:   Instead of total pool being modifier to casting check, the player decides how much of their pool to use as modifier each time spell is cast.   If they make pass casting check mana is expended.  Otherwise, it's retained.

Obviously I need to ruminate a bit further.

Friday, October 28, 2011

Three Minute Magic Items

Roleplaying Tips Weekly newsltter/blog posted great article http://www.roleplayingtips.com/gm-techniques/how-to-create-great-magic-items-in-just-three-minutes/  Here are a few items I just created.  The best advice I can give is use a crazy random name generator (several are linked in above article).  At least for me it spurs the imagination and leads to things I wouldn't have come up with otherwise.


Bloodstained Maul

Appearance - Large, two-handed, iron shod oak maul. Wood is weathered, gouged, and bloodstained. Iron shows rust where it's not caked with blood.

Benefit - On critical hit or killing blow the target's blood seeps into wood and down shaft along now visible pulsating veins.  Invigorating wielder with healing or bonus hit points.

Drawback - Automatically contract any disease, lycanthropy, etc target had.
Lore - Prior to the Battle of the Mounds a lone Barbarian prayed for victory, his god responded with this maul.

Twist - Over time, develop insatiable thirst for blood.


Illuminated Medallion

Appearance - 4" circular gold medallion, inner recessed surface covered in intricate cloisonné

Benefit - 1/day after 1min concentration the cloisonné will alter to depict current view of known or nearby area e.g "other side of this door"

Drawback - There is 1 in 20 chance of user becoming trapped within cloisonne picture.

Lore - Created for Czarina Aneska who worried excessively over and wanted to keep eye on here many children.

Twist - When user becomes entrapped, previous victim is released.


Device of Lighting
Appearance - 2' dia copper/silver Tesla coil on 4' rosewood pedestal and stable iron base.  Thick, stiff 15' cable attaches pedestal with matching 2' rosewood box.  Attached to side of box is large hand crank.  On top of it is large metal contact blade switch.

Benefit - After one round of cranking electricity crackles around the coil.  After the second or any subsequent round of cranking the switch may be thrown releasing a Xd6 bolt of lighting where X is the square of the # rounds cranked. 2rnds 4d6, 3rnds 9d6, 6rnds 36d6.  Bolts may fork to multiple targets, e.g. a 9d6 bolt may fork to 4 targets doing 2d6, 2d6, 2d6, 3d6 to them.  Max range is unknown definitely further than the 15' cable.

Drawback - Big, clumsy.  Overloads, friendly fire, rain, water/damp ground.

Lore - Bennie Frankinbottom, the infamous Gnome tinker is blamed for inventing this device.  It is said to be the primary cause of Sultan Al-Dinsur's defeat at Bugbear Grove whose army was operating the device.

Twist - Those in full metal armor with helmets are insulated from damage (bolts pass harmlessly to ground)

Wednesday, March 31, 2010

Blood Magic

[Been playing lots of Dragon Age lately which this idea very vaguely originated from.  It's an adjunct to my magic using class trifecta; Part I, Part II, and Part III.]



Demons{1} can sense and are attracted to magic.  For only through magic can demons enter our world to feed and corrupt.  One of the easiest "doors" to open is the mind/soul of magic casting mortals.  Thus they are constantly tempting caster's with power beyond their means and more than happy to provide it.  This magical power offered by demons is called blood magic.

Anyone capable of casting magic may use blood magic.  No special training or preparation is required (the demons helpfully "explain"/handle all the details).  The only requirement is that the caster must draw some of their own blood. So, they must have a knife, other sharp implement, or the willpower to bite into their own flesh.  They may then cast any spell they know regardless of whether they have it memorized{2}. And they may continue to cast spells via blood magic for as long as their blood is flowing.

After casting a spell using blood magic, regardless of whether the spell was effective or even successfully completed, the caster takes Xd6 hit point damage. Where 'X' is equal to spell's level.  For each '6' rolled one point of damage is permanently lost hit point. If the damage is enough to reduce caster to 0 hit points (or whatever is dead in your game) they become an abomination{3} possessed by the "demon" who fueled the foolish caster's blood magic. 

For Example: Malcazaar, after a busy day of sorcering, is fresh out of memorized spells when gang of interlopers interrupt his evening repast.  With a carving knife he slashes his left wrist. Then with blood splattering everywhere traces the pattern for Davros' Fiery Damnation, a 3rd lvl spell.  After thus incinerating his foes Malcazaar rolls 3d6 (6,2,6), suffers 14 points of damage and his hitpoint total is permanently reduced by 2. A costly result, but a better one than being dead.


Notes:


{1} Exact nature of these demons (cthulhu elders, Type I-IV, evil spirits, etc) depends on campaign.

{2} Or whatever floats your boat.

{3} What abomination means is left up DM. Should definitely be NPC/Monster, be hard to kill, lvl based on former caster's lvl and level/nature of spell that killed them, be able to cast former caster's spell repertoire using blood magic, and pay for blood magic out of their hitpoints or a blood pool.  Blood pool being a running sum of all damage Abomination has inflicted or the like.


I adore risk/reward and "enough rope to hang themselves" type mechanics. This is fairly powerful but limited by hit points addition.  And permanent loss of hitpoints is a significant risk.  Still for thematic as well as mechanic reasons I believe the non-permanent damage suffered should be resistant to magical healing and require time/natural healing.

What do you think?  As a player would you take the risk?

Sunday, January 31, 2010

Variations on Vance

Ever eager to write more words about magic, here's my contribution to Eiglophian Press's and The Mule Abides' Vancian Magic Hoedown.


Spells as Pseudo Entities

I really dig the idea of spells being almost but not quite sentient/alive. Having an impish personality, itching to escape the mental cages a magic user has erected in his mind.

Each spell exists as a particular "instance". Spells must be captured, summoned or found (in written form). They can't be copied. Although, I leave open the option that they might be bred. Ha! Idea of caster renting out their 5th lvl Fireball out for stud duties cracks me up.

When a caster memorizes a spell from their spell book the spell physically leaves the book and inhabits their mind. It literally disappears from the pages. When the spell is cast (released) or if it escapes (see Mule Abides for possibilities) it scampers back to its "home" in the casters spell book. If the spell book has been destroyed,... who knows what happens to homeless spells. Perhaps they hang about and fuel the Mythic Dungeon or inhabit some discarded bit and transform it into a magic item.

This nicely explains/supports my usual house rule that duplicate spells may not be memorized. Although, in this case modified be if caster actually found additional instances of same spell I would allow them to be memorized. If stored in same book or near one another who knows what could happen? Also, the reason casters generally have to wait til the next day to rememorize spells is that it takes that long (till dawn?) for the spells to make their way back to caster's spell book.

A spell may be transfered (say from scroll found in treasure to caster's spellbook) via memorizing it and then releasing it into a spellbook by performing the scribing ritual. Likewise if a caster loses his spell book, they can, at least, recover the spells they still have memorized by releasing them (via scribing ritual) into a new spell book. With this system I see no reason that spell inscription should be very expensive (scribing is now self-limiting, could still act as gold sink though). Still takes time. It's a mystical/magical process so material more durable than goat skin, such as bronze plates can be inscribed without requiring an engraver.

Hmmm, I guess this nixes magic user scrolls as a commonly producible item, usable to expand number of spells a caster may cast. Not sure that I'm bothered by that. OTOH, various spell storing/stealing magic items and spells gain new significance. Maybe the only way to get the single known instance of some spell is to trick current owner into casting it on you while you hold a spell siphon.


Spells vs Spell Levels vs Slots

Standard D&D magic uses slots. Each magic user level grants 0+ slots of each spell level (a 2nd lvl slot can only hold 2nd lvl spell). The varying levels of slots make "Vancian" sense if you view caster's memory for spells being analogous to electron energy levels (valences) in atoms. I.e, there is a fixed set of spell level slots that are slowly unlocked as caster gains experience.

A common variation (one Eiglophian is exploring) is granting a certain number of spell levels. Any combination of spells totaling this number of spells levels may be memorized. Too much math/juggling numbers during spell selection for me. Also, either too few spells (if total spell levels are kept low) or too powerful even for a "who cares about balance" guy like me (if total spell levels are reasonable).

A less common variation is just granting a number of spells, regardless of level. Besides mechanical fears of being too powerful (I don't think it is really esp if you forbid duplicate memorization and if high lvl spells don't grow on trees) people get it in their head that higher level spells should take up more Vancian memory space. I could take either side of that argument.

A hybrid method I haven't heard mentioned before. Which I'm not sure is a great idea, just throwing it out there for others to consider.

When a caster gains a level and is granted X number of slots, they must at that time choose what level of spell each slot is for. Vancian explanation: they have faithfully performed the daily mental exercises and have finally organized their brain to accept the spell patterns/valence of a particular shape and power.

This puts a lot of options into players hands on how they want to craft their caster. At 5th level maybe they don't know any 3rd level spells and decide it's better to grab another 2nd lvl slot. Conversly maybe after much toil and risk they found 4th lvl spell and want a slot for that. It can be assumed that the regular spell progression from the rulebook is just the most common selection pattern magic users choose.

There are wrinkles and restrictions you could put on it until it meats your personal power/balance threshold.
  • No slots > character level. i.e. must be at least 2nd lvl caster to pick 2nd lvl slot.
  • Or, Caster lvl > slot level requires. ie. must be at least 3rd lvl to pick 2nd lvl slot.
  • Can't skip slot levels. i.e. to get 4th lvl slot must have at least one slot of 1st, 2nd, and 3rd lvls.
  • MLM To get slot x of lvl y must have x+1 slots of lvl y-1 i.e must have two 1st lvl slots to get a 2nd lvl slot, must have three 1st and two 2nd to get first 3rd lvl slot.

Monday, November 9, 2009

Magical Monday - Magical Grabbag

Magic System Series Part I described Wizards, Mages, and Sorcerers. Part II provided Mystics, Alchaemists, and Galdr. Today brings a of miscellany, along with four more magic systems.


Miscellanum

Space Wizards! from Fight On #1

Spontaneous Metamagic and Metamagic Components not daily use but once per encounter?

Mages', Wizards' and possible others' spells can be reversed to have an opposite effect. Reversed spells are also very effective counter spells vs their unreversed versions. There is only one version of a spell, "the spell". Forward or reversed version is determined at casting time by whether the verbal and/or somatic components are done backwards or forwards.

Magic is unbalancingly powerful. This is mitigated by it also not being strictly under the control of the caster/player. Much of the following sections expand upon that lack of control.


Magic is Weird

Magic is rare, mysterious, and scares the bejesus out of common folk. The vast majority of intelligent beings have only experienced it through legend, horror story and rumour. The first (at least) use of magic vs men, halflings, and the various intelligent humanoids should elicit a moral check. "Ahhhhh witchcraft, run for you souls!" Even those accustomed to Shamanistic / Hedge magic might still be awed by the power and grandeur of True Magic.

Having wounds magically healed makes you (very) hungry. 1 days ration per wound point / die of damage healed.

Magic is subject to environment and you are not it's master. When deep within the Mythic Underground expect DM to whip some 2ed Wild Magic rules on your ass.

Magic is not the same as Fey Glamour. Expect illogic and whimsy when the two interact.


Magic is Fickle

If something (orc, door, etc.) saves against your spell that something will always save against (no roll) against that particular spell cast by you. A casting check failure is different than a save. So is being countered or blocked (by say a prismatic wall). [mechanically this prevents casting rituals over and over until success e.g. "Knock" vs a door. But, I really dig it flavor wise. It makes magic weirder and opens up a method to out wit and defeat uber casters. Say, by finding the one child, now grown, who resisted the evil Hypnoticus's charm spell.]

May not memorize duplicate spells. Likewise it's dangerous to walk around with more than one dose of an Alchaemical concoction. One, it's boring to have the same spells. Two, it's the exclusive purview of Wizards to unleash fireball after fireball unto the bad guys. I definitely see Wizards as "Battle Casters". Mages and others are more subtle, creative, behind the scenes sorts.

Magic doesn't mix well. Too much magic cast in one area or upon a single target is prone to manifest unexpected effects that tend towards "bad." In other words the DM has a spell miscibility table created in the fashion of the potion miscibility table in the DMG. He is itching to roll on it...

Magic doesn't work the way you think it does. An area can be (temporarily) drained of magic. Boon to those who bring it with them (Alchaemists, Mages) and bane to those who depend on drawing and shaping what's already there (Mystics, Wizards, Druids, Vis-less Hermeticists).


Magic Duels

Fight On #1, Manitou Combat (love that cover).

I'm thinking of the scene from Conan movie, where smoke comes out the wizard's ears. That is the duel for me. But I found this cheezingly awesome vid instead.



Counter Spelling

Old school. Already mentioned reverse spells above. I see Counter Spelling often leading into magical duels.

No dispel magic spell. Far too convenient, predictable, and mechanical. There are many ways to usurp, avoid, and sunder magic. All different, many unknowable.
"Holding one's foot and hopping backwards through wall of magical flames is sure way to avoid being incinerated. The wench at G&W told me. Her father's uncle was an adventurer. Saved them from certain doom in the bowels of Stonehell it did. Come on, let's try it! But, you first."
Magic may not directly counter a miracle (unless it is powerful enough to oppose the god's will). It can block (shield, proof against scrying) and it can alter the results of miracles after the fact.


Casting Checks / Catastrophe

(My) standard d20 + mods <= 1 failed you have, >= 20 success, >= 30 super success, and natural 1 very bad failure.

Maybe, mixin the delayed concept from this Chainmailesque table for spell checks.

Fight On #3 (pg6) overcasting beyond spells memorized.

There are a bazallion magical mishap tables. Fight On #5, Calamity, Misfire

My favourite is APPENDIX C HEINOUS BLUNDERS (from where I didn't record and can't remember, one of the blogs I read too many of). A sampling of the twenty awesome entries.
(3) Schizoid Fantasy
The mage becomes enthralled by a profound and sinister delusion. He is convinced that he is just a character in a game being controlled by an intelligence from another reality. He will whittle himself a set of dice as soon as the opportunity presents itself and use them to make all his decisions, even if they contradict the decisions of the player. This change is permanent unless another PC uses a wish to remove the delusion.
(16) Necromantic plume
The mage exudes an invisible plume that invigorates the dead with unholy life. Anything dead within 20’ of the mage has a 50% chance of coming back to life in the form of a zombie in 1d3 hours. This change is permanent unless a wish is used to remove the plume.
(19) Alternate reality
While at first nothing appears to have changed, three factors (persons, places or things, as determined by the DM) in the mage’s life are inexplicably different from the way they were before. No one else is aware of these changes and everyone else believes that these things have always been the way they are. This effect is permanent and not alterable by a wish.

Hermeticist

Not memorized, no spells, arcane magic.
- Thoolian/"Greek" tradition started in Egypt by Thoth-Amon

Flavor: Thoth+Hermes, Hermeticism, yellow Air east, red Fire south, blue Water west, green Earth north. RedCaps, Ars Magica

Hermeticism is the direct progenitor of Magery, Alchaemancy, and Mysticism. It has influenced most other traditions. At least indirectly, as Thoth-Amon/Hermes created Hermeticism (magic) and taught it to men. Fey glamours, sorcerous invocations, Enochian, and miracles are altogether different.

Based on Ars Magica or the Gramarye from A Magical Medley. If a player has Ars Magica (free download) or A Magical Medley, has played in my game/gotten to know the feel, and is willing to work with/on this system with me I'm all for it. Otherwise, I'm not gonna get into it. Probably not even for NPC.


Druid

Mana based magic, not memorized, Cha.
- Celtic magic From A Magical Medley
- Mana is in the land, not the caster. Different types for different spells.
- Binary + numbers; 2,3,5,9,17,33.
- Being naked is power.
- Nine types of spells/mana: Bless, Curse, Divination, Emoution, Geas, Glamour, Healing, Transformation, Weather.
- Power in thresholds; dawn/dusk, doorways, forks in rivers.
- Pict tradition.

Flavor: Druidic Calendar,

Exclusive to Picts (Hyborian / Howard style Picts). Which may or may not become a major element in Gold & Glory.

Again if a player has A Magical Medley, has played in my game/gotten to know the feel, and is willing to work with/on this system with me I'll work on it. Otherwise this will be relegated to Pictish NPCs and will probably mostly hand wave it.


Bokor

Other names include: Zinsu (male) and Zinsi (female), Botono

A mixture of Alcheamancy and Sorcerorous magics, Cha/Int.
It is also a horribly ahistorical mishmash of Aztec and Voodun stuff as Norm knows them from bad 80's movies and from listening to his Meso-America archaeologist friend.

Used by "Aztec" Lizard Folk spilling in from "Land of the Lost" land via an open portal (Hmmm, I should write a post about that/those some day). They refer to it as "The Craft". Although common, it is outlawed by the god-kings and their sorcerer priests. It is one of the few respites from tyranny and sacrifice the "everyday" lizard is afforded.


Hedge

Other names include: Wise Woman, Cunning Man, Medicine Man/Woman/Thing, Seer, Charmer, Shaman, Herbalist.

A mixture of Alcheamancy and Wizard "lite" magics, Cha/Int.
Various independent and common traditions.

A catchall for all the "small"/"low" magic practitioners out there. Generally low level/power, individualistic or passed down through generations. Not scholarly or scientific. Pragmatic, effects and spells useful to the common folk of the world. Divinations, cures, charms, blessings, wards, curses, and the like. Useful for characters with only 1-2 pieces of arcane pie.

Monday, November 2, 2009

Magical Monday - Magic, Yeah we Got More of That

See Magic System Series Part I. The intro of that will particularly aide in understanding this post. Part III

Last time we got Wizards, Mages, and Sorcerers often pure casters. Now we look at a trio of options which are often semi-casters. By pure/semi I refer, of course, to the amount of arcane pie a character has.


Mystic

Other names include: Monk, Cabalist / Qabalist, Gnostic, Thelemist, Esotericist, Guru

Manna/Mental based magic, not memorized. Cha/Int
- Safe, comparatively. No casting check at least not until over-casting.
- Can learn any number of disciplines (spells).
- Available disciplines are highly specific to provide proper flavor. Pulled from spell, psionic, mentalist, and similar lists.
- Disciplines can be learnt from masters/guru's or discovered through personal enlightenment (aka a small number are gained each experience level). Further enlightenment might be possible via arduous meditative rituals such as spending a week atop the holy mountain exposed to the elements contemplating the riddle of flesh. Also, Near death experiences are good for a new discipline.
- No ritual casting. Although, some disciplines take as long.
- No or very limited minor effects, perhaps only when "balanced" (see below).
- Some disciplines require incense or foci as material components, rarely are somatics involved. Verbal components are common in some traditions, rare in others.
- A type of casting check required (see below)
- Originally an Eastern tradition it has spread and been modified by many cultures.

Flavor: Altered state/world psychonaut. Qabalah, divine power by following the tree of life. Achieving the 8th circuit of the mind. Cool ass monk priest/mages.

Very personal, private sort of magic. Akin to mentalism or psionics. All mystics are concerned with transcending the mortal and achieving enlightenment (what that means and how to get it is up for, often violent, debate). Mystic's "spells", let's call them disciplines, are rarely flashy, often mental/charm/illusion/mind over body type effects. The oriental monk's special powers would be example of this kind of magic.

Although Mystics do not deny the existence of gods, demons, CAI's and the like, they view worshiping or invoking them as wrong turns on the path to personal enlightenment. Mystics do not gain piety, may not use divine intervention, and will not participate in nor derive benefit from similar religious/sorcerous activities.

Using disciplines upsets the natural order and pushes the Mystic out of balance. Each use of a discipline increases the Mystic's Imbalance Score by an amount equal to discipline's circuit (level). A mystic may contain/control only so much imbalance, this number is called their Balance Threshold. Balance Threshold is calculated from experience level, number of arcane pie pieces, and ability modifier.

As long as Imbalance remains at or below Threshold, everything is relatively right in the world. Once Threshold is exceeded, bad things may happen, and the Mystic must roll on the Strain Table (modified by how far their Imbalance Score is past their Threshold). They roll for every increase in imbalance beyond Threshold.
Example: Zardoz has Balance Threshold of 7. Earlier excesses have brought his Imbalance Score to 6. He uses Telekinesis (circle 2), exceeding his Threshold and thus must roll on Strain Table (with +1 modifier). Using it again, his imbalance is now 10, he must roll on Strain Table again this time with a +3 modifier.
After a good rest (i.e. once per day) a mystic may meditate for one hour to reduce his Imbalance Score an amount equal to their character level. Down to a minimum of 0, perfect balance, yay!

[Considered the simpler/tamer manna system from Beyond Fire and Forget. But, went with converted version of GURPS Unlimited Mana Variant. It's different and count up with the option/risk to go "over limit" appeals to me.]


Alchaemist

Other names include: Alchaemancer,

Substance based magic. No memorization. Cha/Int.
- Sorta safe.
- Can learn any number of formulae.
- Available formulae taken from variety of sources including spell lists, Arduin Black Grimoire, Old Guard Gaming Accoutrements,
- Starts with small corpus of formulae. Must find/research new ones. Maintains written formulae
- No rituals.
- No minor effects.
- VSM, esp M components required at creation but not when concoctions are used.
- No casting check (but a creation check is required).
- Eastern Tradition adopted and expanded egyptians.

Flavor: Purplehell, wikipeadia, Schools of Alchaemical Philosophy

Much of the following is directly from or inspired by the Alchaemist Subclass from Old Guard Gaming Accouterments, a very excellent article.

Alchaemists practice Alchaemancy, and are concerned with discovering, understanding, and activating the magical potential which is inherent in all materials and living things. They utilize complex formulae and processes to extract, distil, and shape these magical essences into alcaemical concoctions

Alchaemical concoctions are similar to but not equivalent to magic potions. Concoctions posses more varied effects and are more like spells. In addition most concoctions may only be used by the Alchaemist who created them. Non-alchaemists may never create concoctions. Conversely, Alchaemists may create potions using the standard rules for such and many are quite gifted.

Alchaemical formulas are categorized into nine "meridians" of increasing complexity. Starting with the 9th (outer), through seven planetary(Saturn, Jupiter, Mars, Venus, Mercury, Luna, Sol), ending with the 1st (prime) meridian. The meridian rank 9 to 1 is the modifier (along with level and ability modifier) applied to comprehension checks (>=20 to understand formulae).

An Alchaemist must successfully comprehend and transcribe any formulae they research/find/are taught. A failed check means those particular instructions will never be of use to the Alchaemist. If they locate different instructions for that same formulae they may attempt a new comprehension check, otherwise no soup for you! An Alchaemist may prepare any formulae for which they have the written formulae regardless of it's complexity. Although, the comprehension check will tend to limit them to formulae not too complex for their level of experience.

The number of alchaemical formulas which an Alchaemist can execute in a day is equal to their character level. Each requires an alchaemical (casting) check and (10-meridian rank) * 10 minutes to prepare. Failed results may be immediate, explosions being common. Or, delayed until concoction is utilized. Many concoctions require specific material components. Adventures could involve tracking down these rare components. Slaying monsters could reap rare and precious materials for alchemical concoctions.

If kept in a non-magical container an alchaemical concoction will retain it’s potency for one day per level of creating Alchaemist . The same concoction will retain it’s power indefinitely while contained within an Alchaemical Flask. Carrying more than one dose of a particular concoction is dangerous. An Alchaemist may be limited by the amount of potions, oils, and salves he can effectively carry. (suffering "casting" delays to represent searching through the hoarders ridiculously large collection of bottles, pouches, and charms.)

An Alchaemist may create concoctions of up to the fourth meridian of complexity with the small equipment they are able to carry,"in the field". Alchaemical formulation of greater complexity will require access to a fully equipped laboratory and an assistant(s).

With successful check an Alchaemist may identify any magical potion/substance with a single drop on the tongue. This is identification of the potion only, not understanding of it’s formulation.


[A different system, Arnesonian Alchemy from Knockspell #2, which I was not impressed with.]


Galdr

Other names include: Rune Master, Bone Caster, Skald, Erilaz, Seid(females only)

Runic based arcane magic. No memorization, ritual only. Cha/Wis?.
- Safe. Failed casting checks rarely result in bad things.
- Knows all spells. (maybe some lost ones to relearn)
- Limited and fixed spell list derived from selected spells, Arduin Black Grimoire, RuneQuest, Midgard RPG, other sources.
- All spells cast as ritual.
- No minor effects.
- VS and M "rune stones/bones" required to cast any spell.
- Must make d20 casting check range of success/failure.
- Asgard tradition. There is also a distinct Asian tradition, I Ching, not detailed here.

Flavor: Rune Alphabets, Galdr is Old Norse word for "spell, incantation"

Galdr (runic magic) is concerned with power within symbols and words (a dim shadow of Enochian) and their connection to the spirits of ancestors. It is strongly divinational. Although, healing Galdr (spells) are common and a few victory runes aide the warrior in defeating their foes. Galdr is the name for spells/chants, the name of the practice, and also a name for practitioner. Galdr is singular and plural.

Prior to a momentous undertaking (sea voyage, entering dungeon) during one of the thresholds when barriers between worlds are weakest (dawn, dusk, other days / places might provide bonus) the Galdr may cast their runes and divine their ancestors to reveal whether the undertaking will be auspicious or ominous. This ritual takes one hour and may be conducted at most once per day. All those performing the undertaking must share mead around a fire and allow the ancestral spirits to examine their fate lines.

[Darnit! I remember reading mechanics for simulating tarot reading/divinations and can't find nothing now... Something like diviner rolled his check and if they rolled(+modifiers) well there was a bonus or dice rerolls or something they earned. If they rolled badly then there was penalty or dice rerolls or something the DM earned to use against them. I remember it being very cool and elegant.
I have tons of weird dice, with runes, with symbols, blank dice, FUDGE dice. I'm gonna figure some way to work them into those mechanics.]

In addition, Galdr know several chants and rune combinations for more specific divinations (analogues of various div spells), cures, blessings, and for the black of heart, curses. These are cast and work identical to Rituals (casting time 10min per level)

Material components are important to runic magic. A Galdr must, obviously, have their personally constructed set of runes. Carved from the stones of their homeland or the bones of their ancestors. In addition many spells require consumption of mead and bread, the sacrifice of animals (crows, rabbits up to horses and cattle for the more powerful runes). Fires are often required, and less frequently purification (bathing) in running water, preferably run-off of a mighty peak, strong with magic.

Another key to the working of Galdr is that all those to be affected must be present and participating in the ritual. Even if only by proxy. If the berserker wants a victory blessing they will have to strip and wash themselves in the mountain stream. The mead drinking part will not be nearly as hard to "sell". To curse an enemy you must have some part of that enemy, hair, nails, an arm, something actually of them not just used/touched by them.


[A simpler and similar to normal vancian spell slots with different flavor system can be found in the Beyond Fire and Forget article.]

Monday, October 19, 2009

Magical Monday - Personalized Magic

A friend of mine played a gnome wizard who had great names for his spells. "Tree Burner" I think was burning hands and he called magic missile "Rat Killer" cause that is what the gnomes back home used it for. The other players would implore "Cast magic missile!" He'd reply "Sorry, I don't have that spell". They'd sigh and yell "Rat Killer!" "Oh, that one, but there's no rats around here? What, you can use it on things that aren't rats? Wow! That could be really useful." :)

That's fun and makes magic more than just mechanics. Jack Vance novels and elder RPG materials such as Arduin have great spell names. I use those names for the odd scroll or treatise on spells characters run across. But it's too much work to rename all existing spells. Even if I did every caster would still be using the same name diminishing the mysterious and personal nature of magic I'm hoping to foment.

Pondering this I came upon what I believe to be the perfect solution to naming spells, don't. That is when a character researches or discovers a new spell I'll describe what the spell does but naming it will be a duty of the player. It's their spell after all! If they are stumped, I'll offer Vancian spell naming tables which they can roll on or simple peruse for inspiration. 90% of players will guess what the spell really is and use the name from the PHB. But, that other 10% will come up with some weird shit. Like numbering all their spells, "I cast 642 at the darkness". Or draw symbols on index cards and hold them up, "I cast this".


I also encourage players to personalize their spells with embellishments and small modifications. Fireball's flames being purple, or for an air mage it would be a lightning ball, or instead of big whoosh of fire the appearance is of cavorting fire elementals, or "Back home we used this spell for slash & burn agriculture and thus call it Tree Burner". The Colour of Magic and related articles at The Vaults of Pandius are great sources for this.

Friday, October 16, 2009

Lamp of Recent Sight

Reading about Lamp of Piercing Vision magic item gave me the following brief idea for another magic lamp.

Lamp of Recent Sight

This small brass lamp is shuttered such that it casts a dim thin cone of light 10' wide and 3o' long. A small reservoir holds a hour's worth of oil. The lamp can be lit normally and if done so will function as a normal if weak lamp. But, if the words "Show me." are spoken while holding the unlit lamp it will magically alight and reveal the shimmering indistinct scene as it was 3d12 minutes in the past. The lamp may be panned / moved around always revealing what was occuring X minutes into the past. This will continue until the oil runs out or the phrase "I've seen enough." is spoken by one holding the lamp.

The lamp is engraved with the image of an adventuring party using the lamp to view themselves using the lamp, etc. in an infinite recursion. Below this are the words "And, so it was."

Monday, October 12, 2009

Magical Monday - Magic, Yeah we Got Some of That


I've been fairly obsessed with magic systems of late. Reading endless (literally! part of reason I quit blogging for a couple months was I needed an escape from the barrage of new material put out by the online community) blogs, forums, articles, house rules, and a dozen or so RPG systems/supplements. I've arrived at something. Not finished, no "rule" ever should be.

During this magical quest I've been beset by a series of conflicting goals:
- Analytical mind & mechanical elegance / It's magic stupid, it don't make no sense
- Flexibility, "wild"ness / familiarity to existing player base
- Complete, uber / stop futzing with rules and play this thing dammit!
- Fascination with RL historical magic / unplayability of RL historical magic
- House rules rule / game is no longer D&D (which one? OD&D / 3.5 are so not the same game)
- Vancian, it's pretty rad / everything else, is also pretty rad

A few things I'm not of two minds over:
- Balance, screw that noise.
- All spells are magic. God granted miracles are different and use totally different system. A topic for some other post.
- Magic is dangerous and not a replacement for technology.
- Magic is not known, it is discovered. Arcane knowledge is coveted and rarely shared.
- Although, the party might be full of Wizards, Mages, and Sorcerers they are rare in the "real" world. Adventurers take magic-users into their party because they all are dangerous people whose lives are filled with violence, horror, and debauchery.

Instead of deciding on the best magic system/mechanics I'm gonna use them all. Three are described below. Each system's mechanics influence the nature of magic use and it's in game flavour. But players are encouraged to alter/fluff up their particular method and make it their own.

Most of this page is for DMs. To help sustain the "magicalness" I would relate mechanics to players through a "lens" of flavour. I wouldn't lay it all out up front either.
Instead of "you can make a scroll for 100gp per lvl of spell" I'd wait until magi finds and examines (in their "lab") a scroll explain "It appears that mystical energies are infused into the ink and vellum. That no valance would be required to call forth this spell." If they asked "Could I duplicate this marvellous phenomenon?" I'd answer "probably with some research, perhaps you should seek Lucious the Effervescent who's sigil is on that scroll."

A Partial Bibliography, filtered through my poor memory/lack of record keeping: Beyond Fire and Forget, Staff Based Magic, Theurgists Order of Set, Playing with Magic, Strange Magics, Non-traditional Sources of Spells, Fight On! Magazines, d20srd Spontaneous Metamagic / Metamagic Components / Incantations, Alternate Spell Casting System, ODD Boards Counter Spelling, There is Candy, Blue Star Mages and Goat Fuckers, Piecemeal, Carcosa, Ars Magica, Arduin, A Magical Medley. Finally, I spent many, many fascinating hours following links from Wikipedia's List of Magical Terms and Traditions.

Base System: Castles and Crusades with a "class" system derived from delicious pie. There are three levels of casting ability equating to how much arcane pie a character has. Casting ability dictates spell slots and casting options. For example characters with but one slice of arcane pie have no slots and may only cast rituals, never "fast" spells.

"Spell Slots" Three 1st and one 2nd lvl slots equals three 1st circle(lvl) spells and one 2nd circle(lvl) spell. A fourth 1st lvl may not be substituted for a 2nd lvl nor may two 1st lvl be combined into one 2nd lvl. No duplicate spells allowed.

"Casting Checks" C&C SIEGE mechanic with open ended d20, natural 1 always fail, < style="font-weight: bold;">"Cast as Ritual" Most spells can be cast without the usual memorization requirement via ritual, which take 10 minutes.

"Minor Magics" [I've seen this idea several places] Minor magical effects based off of currently memorized spells can be cast at will. Undecided if these will be limited to "cantrip" level of effects or something like with fireball memorized can conjure a fiery dart 1d6 (proly require a caster check) thus giving poor magic users something to do every round. On the other hand, suck it up Wussmage!

"Residual Effects" Unplanned manifestations of power that escape the will of the magic user. A randomly determined spell of the highest level memorized will leak. Once the leaking spell is recognized, the character may then attempt to rein it in. This attempt can be made once per day. If the wizard is successful, another spell will begin to leak. See Trollsmyth's excellent Playing with Magic post.


Magi

Other names include: Magus, Magician, Mage.

Spellbook based arcane magic, memorized. Cha/Int.
- Safe, comparatively. Spells work, no casting check.
- Can learn any number of spells.
- Available spells are a mixture of my 4 volume Compendium of Wizard's Spells and 3 volume Compendium of Priest's Spells. Should be enough to get started :)
- Must find and copy or study/learn/research new spells. Maintains written spells.
- May cast most spells as ritual from spell book/scroll independent of memorized spells.
- Material components only required when memorizing spell / casting as ritual. V, S when casting as per individual spell description.
- Minor effects based on currently memorized spells.
- Eastern tradition originally by Zorastor, but practised and altered by many, most recently the Thracians.

Spells are complex mathematical and mystical formulae. Each of which spans many pages [1 per lvl]. These may be written in most any language and are not magical. Rather they are instructions on how someone with the proper training and demeanour can arrange his mind, opening up its valances to be receptive to storing magical energies.

Magi must memorize spells/open valances. The number and power of which is limited by their available spell slots. It is not possible to memorize duplicate spells. Memorization takes one hour per spell level of uninterrupted study and requires the spell's written formulae. Magi may only fast cast memorized spells. Memorized spells stick with caster and are available to be cast again after 8 hours of rest. The written spell formulae are only needed to change caster's "load out".

Notes: As close to base D&D magic as my house-ruling ass could make it. Magi are scientist / scholar types, poring over musty tomes. Int is required to research, copy, and learn new spells. I expect most to choose that over Cha. Spell books don't have to be books; big mess of scrolls, strips of silk, clay tablets, whatever. A player is free to abuse the 8 hour rest by trying to cram more than one "cycle" of spells in 24 hours. Of course they will then learn about the "Mind Wrecking Effects of Magical Overuse" table.


Wizard

Staff based arcane magic, not memorized. Cha/Int.
- Magic can fail but is not usually too dangerous. Casting check, >30 slot is not expended.
- Focus (staff/wand or tattoo) required to cast any spell.
- Can learn any number of spells.
- Available spells are a mixture of my 4 volume Compendium of Wizard's Spells and 3 volume Compendium of Priest's Spells. Should be enough for my purposes :)
- Automatically gain a few spells per level. May "transcribe" magician spells, is very hard. Foci replaces need for written spells.
- May cast most spells as ritual from focus without expending a spell slot.
- Material components only required when carving spell into focus / during ritual. V,S required when casting as per individual spell description.
- Minor effects based on current selection of spells.

Rather than voluminous arcane formulae laboriously studied and memorized wizardly magic is more intrinsic. Wizards know the art of investing spells into monograms and similar mystical cyphers [Ex On Beyond Zebra]. These are carved into special foci (e.g a wizard's staff / multiple wands and optionally one spell per level as tattoos). The disadvantage being that spell energy is tied up in the focus and not within a valance of the Wizard's mind. Another being wizardly magic is more of a discovered art rather than a studied science. Wizards find it difficult to expand their smaller (relative to Magi) corpus of spells.

Each day wizards perform a short ritual that fixes a selection of their spells (numbers equal to spell slots). Throughout the next 24 hours the wizard may fast cast any of these fixed spells equal to their spell slots.
For example: Dougard, a wizard, has 3 1st circle slots and selected the following Hands of Flame, Dougard's Excellent Enthralment, and Lucious' Arachnid Locomotion. Dougard could then; cast each of those spells once that day, cast Dougard's Excellent Enthralment three times (and not cast any of the others at all), or cast Hands of Flame once and Lucious' Arachnid Locomotion twice.
Notes: Nice feel (wizards have staves ya know, reminds me of LoTR scene, Gandalf getting in to see Wormtongue and King Theodin). Trades flexibility in casting for some loss of spell selection and 5% risk of spell failure. A little less bookkeeping, could use tokens for spell slots. No spell books hassels. But be damn sure to not loose your staff/foci. Unlike magi who can make copies of their spell books wizards have no backup plan! (just like most non-sysadmin RL people I've met)


Wyrd

Focus based arcane magic, not memorized. Cha/Int?
- Norse tradition

Works like wizard using totems, bone of ancestors, runes, etc as foci instead of staff. At least until I find better idea.


Sorcerer / Theurgist

Other names include: Witch, Warlock, Shaman, Diabolist, and EHP.

Mental/Psychic based magic, not memorized. Cha/Int.
- Risky and dangerous. d20 casting check, variable chance of spell failure / variable success aka some sorcery casting chart I've yet to create.
- Can learn any number of spells.
- Available spells pulled from Arduin, Carcosa, and similar sources, plus anything else that seems to fit.
- Must deal/bargain/extort new spells from their "power".
- No rituals or rather they have their own rituals.
- May require focus, tools, objects, components to cast. V, S as per individual spell description.
- No minor effects.
- Ancient / primordial tradition.

Sorcerous magic derives from a "Power", entities such as The Frog Gods, Elder Elemental Gods, demons, cosmic alien intelligences, plain old gods, and the like. Sorcerers bind/trap/worship these Powers and thus extract/extort or are granted mystical secrets (spells and what not). As you might imagine this is rather risky and has a cost, which the Power will eventually collect. They must keep their Power happy/satiated/bound. Sorcerers walk a fine line between lust for magical power and fear of what they have done/must do to gain it.

Not all sorcerers consort with demons and cosmic terrors. Many are respected sorcerer-priests, theurgists, of "good" gods such as Jupitor and Amon-Ra. Their risks are no less. Push too far for spiritual enlightenment and they may accidentaly gaze upon the true face of a god. Perhaps not as frightening but equally as terminal as being sucked into the cosmic void by an alien intelligence.

Sorcerers use their own mental energy and life force, or the life force of (often unwilling) others to control and channel the mystical energies of their power. Which is physically and mentally draining. The strain on mind and body is represented by temporary Constitution loss. The exact amount, 0+, is determined by how they rolled their casting check. It is possible for a sorcerer to push themselves too far, collapsing into a lifeless heap. Depending on what their Power is might use Wisdom loss (insanity) instead.

Sorcerers may attempt to cast any spell they know regardless of level. Although, grasping beyond your means grants large penalties to casting check. Other modifiers to check include; penalties for having less than 3 arcane character pie pieces, penalties for taking damage/being distracted during casting, bonuses for appropriate sacrifices (magic items, rare substances, people). Finally, each spell will have certain circumstances in which it is easier / more powerful to cast. These last bonuses are most important for use in bargaining rituals. For example:
When Morzaad hangs dark in the sky [a lunar eclipse] go far below within the crytal depths to where echos fear speak and the Formula of Geometries will flow easily from thy lips. [aka large bonus to the casting check of that spell]

Bargaining:
Bargaining checks are handled as casting checks with higher stakes. There are two primary bargaining rituals "binding" & "extorting". I'll use those names even though a Theurigist is not binding their god, rather they are achieving a higher and more personal rapport with their diety.

Binds come in degrees; partial, weak, strong, etc. and represent amount of influence sorcerer has over their Power. A weakening of the sorcerer's bind over their Power is a common result of failed spell and bargaining (including binding) checks. Weaking beyond partial releases Power and is the end of the sorcerer. The degree of binding provides a modifier to extorting checks. Binding rituals take days and require the purchase of rare insenses, oils, nubile dancing girls and the like. Players are free to attempt the ritual as often as desired. Begining sorcerer characters start play with a weak bind.

Extortions are the sole means by which sorcerers gain new spells and other mystical secrets. The extortion ritual takes days and requires the purchase of rare insenses, oils, nubile dancing girls and the like. Check's level of success determines how many new spell secrets are learned. The levels of the spells is random but bell-curve distribution around characters current abilities. Players are free to attempt the ritual as often as desired. Before play begins newly created sorcerer characters conduct an extorting ritual "off-camera". Truly catastrophic results are rerolled, all others are kept.

Notes: Theurgy means 'divine-working'. Practice of rituals. Sorcerer priests are Theurgists. Maleficium (sorcery) Latin term meaning "wrongdoing" or "mischief". Goetia is the invocation of angels or the evocation of demons. Evocation, the act of calling or summoning a spirit, demon, god or other supernatural agent.

Sorcerers are as powerful as the player is willing to be risky. I tried to apply the mega-dungeon "risk vs reward" equation to spell casting. Played safe they are weaker than wizards and magi. Dial up the danger and be rewarded or TPK'd. Which brings up... The risks of sorcery are shared, willingly or not, by all those near or known to the sorcerer. When you accidentally release an aspect of Shoggoth it arrives with a mighty hunger and indiscriminant palet.

Sorcery is a bit complex and requires maturity/sophistication of role-play so as to not ruin the game for the rest of the players. Therefore they will be an "advanced" class. Not available to players until they've gamed with me for a while.


Other

Other types of practitioners: Rune Casters, Alchemists, Hermeticists, Mystics, Celtic Druids, and Hedge Wizards, as well as Tarot and Hoodo magic have to wait for Part II and Part III.

There is one form of magic available to all characters regardless of class/magical aptitude. Enochian, invoking the magic contained within individual letters of the Language of Creation possibly based off of Incantation mechanics.

Monday, October 5, 2009

Magical Monday - Color of Magic

I'm using the five colors from Magic the Gathering CCG for "alignment" and as an option for practitioners of magic. Not sure what mechanics if any. Proly just use it for spell lists and flavor. The schools listed for each color are for adapting 2nd ed and greater spells. I don't intend to use them in game. Colors replace them. I was using purple for "the color from beyond" before I ripped off Jale from Carcosa, thanks Geoffrey!

I have cool names for all the elemental magics except "white magic", any suggestions?


For more read wiki Planetary Hours and Magical Traditions.


Color / Celestial Ruled Magic

The five colors, in addition to being an ethos/alignment, shape the nature of magic. The color's characteristics infuse each practice. Thus red magic is destructive and violent. While white magic is peaceful and loving.

Many practitioners choose to focus on magics aligned with one or a few colors. Usually matching the color of their alignment and almost never opposing colors. Multi-colored & rainbow wizards exist. They have more spells, but each is of lower power.

There is a sixth "color" of magic, Jale the unnatural color of cosmic void and the alien intelligences that dwell there. Its ethos is as incomprehensible as it's magic is powerful. There for an endless stream of practitioners seek out its secrets, go insane and generally run amok.

Each color is tied to a celestial body. The colors' relative powers wax and wane as their celestials trace the pattern of creation through the constellations. Some authorities hold that all these "planets" are inhabited and may be reached by brave travelers if the proper steps are taken.

Each celestial body has great significance for Hermetic Wizards, Astrologers, Augurers, and the like. Each is associated with a day of the week and with the ceremonies and holy days of certain deities. This relation between day of week, celestial body, and gods is less meaningful to other traditions such as Norse wyrd and rune magic.


The Colours of Magic

Red - ethos: anger, hate, destruction, violence, war.
example: orcs, gnolls, barbarians
opposes: white & blue
elements/schools: fire/pyromancy, evocation

Green - ethos: wild, nature, animal, plant, growth, empathy, balance.
example: fey, many animals, basilisk
opposes: blue & black
elements/schools: earth/geomancy, summoning, alteration/transmutation, enchantment/charm

Blue - ethos: power, mind, thought, force, electricity, analytical.
example: invisible stalker, intellect devourer, doppelganger
opposes: red & green
elements/schools: air/aeromancy, water/hydromancy, abjuration, illusion, some enchantment

White - ethos: life, good, light, love, peace, creation, healing, right-hand path.
example: unicorns, knights templar, celestial
opposes: black & red
elements/schools: pos energy/white magic, conjuration, divination

Black - ethos: death, evil, shadow, dark, pain, decay, corruption, left-hand path.
example: undead, necromancers, death cults, oozes, infernal
opposes: white & green
elements/schools: neg energy/maleficium, necromancy

Jale - ethos: chaos, void, incomprehension, insanity, cosmic alien.
example: Shoggoth
opposes: all
elements/schools: wild



The Celestial Bodies, names of the days and associated gods for various cultures. [and one thousand curses apon formatting tabular data]
Modern    Color Cosmic name/"planet" Norse day/"planet"                  
------ ----- -------------------- ------------------
Sunday White Baetul Paradise Sunnudagr Asgard, Æsir
Monday Black Morzaad Dark Dungeon Helsdagr Hel, underworld
Tuesday Red Zog Red Wastes Tysdagr Muspellheim, fire
Wednesday Blue Megothrool Blu Plnet Odinsdagr Niflheim, ice
Thursday Clear Azubal Sky Realm Thorsdagr Jötunheimr, Jötnar
Friday Green Thoonar Green Garden Freyjasdagr Vanaheimr, Vanir
Saturday Jale Carcosa Void Laugardagr Svartálfaheim, Svartálfar
Earth Teglath Midgard/Álfheimr, Humans & Álfar(fey)

Modern Thracian day/god Elven god Egyptian god
------ ---------------- --------- ------------
Sunday Solis Sol Helios Ra
Monday Lunae Luna Selene Set
Tuesday Martis Mars Ares Anhur
Wednesday Iovis Jupiter Zeus Atum
Thursday Mercuris Mercury Hermes Thoth
Friday Veneris Venus Aphrodite Hathor
Saturday Saturni Saturn Cronus Ptah
Earth Terra Gaia Geb


Friday, June 12, 2009

Locks, Magical, Three Each

Inspired by taichara's post on 3 locks, and being shown the way by chgowiz's Three More Magical Locks I offer my humble contribution.


Lock of Remote Action
These fixtures appear in many forms from simple catch to complex clockwork mechanism. They may be found loose or attached to all manner of objects, walls, floors, columns, furniture, even doors, chests and other normally locked items. The faintly detectable magic of them is that what they unlock has no relation to what (if anything) they are attached to. It maybe the door next to them or a gate on the other side of the dungeon.

The inventor, one Archmage Zlul the Ever-laughing, is said to have constructed a most devious dungeon beneath his tower. Consisting of many small chambers interconnected with doors whose Locks of Remote Action were all in a "control" vault. The chambers were stocked with oozes, undead and other dangers most foul. Into this ever changing maze he would drop hapless adventurers. Zlul, ensconsed in his control vault would observe their progress and occasionally release a horror if they proved too dull.


Lock, Most Disturbing
This simple lock is always combined with a trap of some sort. Although the lock will detect as magical no manner of skill or sorcery will reveal it's trap. For until the lock is bypassed the trap is held in an extra-dimensional space. The act of unlocking summons the trap from it's hiding place at which time it is detectable via all the normal means. Locking the device returns the trap to it's extra-dimensional space. For most locks of this type use of the proper key keeps the trap safely outside of our dimension. Some are safe only if opened via magic. Others are never safe... Most disturbing.

The lock itself is not overly hard to pick for those skilled in the art. The maker of the lock trusts that interlopers will follow the tried and true sequence "detect for traps" -> "pick locks" -> "rob treasure" and thus be lulled into sense of safety just as a deadly trap is poised to strike.

[DM's Note: Things that exist beyond do not take kindly to their home being used as storage for our traps and there is a small chance that a Lock, Most Disturbing will attract their attention. Hitching a ride into our reality when the trap is summoned.]


Eward's Enigma Bolt
This ordinary looking crossbolt might be encountered securing a room, chest, drawer or the like. It, being a simple bolt, requires no skill to "unlock". Not designed to bar physical access its strong enchantment obstructs mental and mystical access to the contents it secures. As long as the bolt is in the closed position nothing short of a wish or godlike power will allow scrying, detecting, teleport into/out of, reading thoughts of, summoning, banishing, or the like any thing, person, creature within the protected object. The weakest Eward's creations are small and will only work when attached to a coffer or drawer. They range up in size and power all the way to huge bars which are suitable for securing an entire castle.

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