Thursday, October 28, 2010

Spell-Casting Classes and Sub-Types: Wizards (Conjurers & Augurs)

(It’s been a busy week, but I’m back at it)

The generic Wizard class template and rules should be used except where modified below for these sub-classes.

SUB-CLASS: CONJURER

Symbol: Conjuration
Magic Type: Conjuration/Summoning
Color: Yellow
Orientation: East

Conjurers summon magical forces, entities, and beings directly from the supernatural realms into our plane, and seek to control and direct them.

They gain an effect multiplier on mana cost for conjuration/summoning magic. They cannot cast augury/divination-based spells and suffer saving throw penalties vs. enchantment/charm, augury/divination, and abjuration/protection magic.

Conjurers must have a minimum intelligence of 12 and a minimum constitution of 12.

At the third level of experience and above, Conjurers gain the ability to discern if a creature or being is magical by rolling less than their combined INT and experience level on 1d100.

Magic Type

Mana Cost Multiplier

Saving Throw Penalty (Bonus)

Animation/Necromancy

1

-

Invocation/Evocation

1

-

Conjuration/Summoning

1/2

-4

Alteration/Transmutation

1

-

Illusion/Phantasm

1

-

Enchantment/Charm

1

+2

Augury/Divination

n/a

+4

Abjuration/Protection

1

+2

 

SUB-CLASS: AUGUR

Symbol: Divination
Magic Type: Augury/Divination
Color: Purple
Orientation: West

As specialists in divination magic and arcane lore, Augurs have the ability to Detect Magic and Read Magic as the spell, but with no mana cost, succeeding on a roll of their intelligence stat or less on 1d20. (Note that reading some kinds of magic without taking precautions can be very hazardous to your health, so this ability to freely read magical writing can sometimes be a curse). At the third level and above, Augurs also gain the ability to Identify as the spell, but with no mana cost due to their extensive knowledge of magical lore, succeeding on a roll of their experience level or less on 1d20. Augurs will gain one additional language proficiency level for each level of experience attained.

Augurs must have a minimum intelligence of 14, and a minimum wisdom of 14.

They gain an effect multiplier on mana cost for augury/divination magic. They cannot cast conjuration/summing-based spells and suffer saving throw penalties vs. invocation/evocation, conjuration/summoning, and alteration/ transmutation magic.

Magic Type

Mana Cost Multiplier

Saving Throw Penalty (Bonus)

Animation/Necromancy

1

-

Invocation/Evocation

1

+2

Conjuration/Summoning

n/a

+4

Alteration/Transmutation

1

+2

Illusion/Phantasm

1

-

Enchantment/Charm

1

-

Augury/Divination

1/2

-4

Abjuration/Protection

1

-

Wednesday, October 20, 2010

Spell-Casting Classes and Sub-Types: Wizards (Elemental Mage & Enchanter)

The generic Wizard class template and rules should be used except where modified below for these sub-classes.

SUB-CLASS: ELEMENTAL MAGE (INVOKER)

Symbol: Invocation
Magic Type: Invocation/Evocation
Color: Orange
Orientation: Northeast

Specialists in invocation/evocation magic must be attuned to a specific elemental or primal force to work their magic (Fire, Water, Earth, Metal, Lightning, Wood, Weather, Stone, etc.). Spells worked by these wizards must take a form that is congruent with their elemental attunement. For instance, an Ice Mage casting Magic Missile will result in an ice shard projectile, and the spell may be learned as Ice Shard (Magic Missile).

Elementally-tuned spells may gain enhanced effects when in the presence of a major source of that element (e.g. a Fire Mage casting Fireball next to a lava flow might get double range or +2 damage), and interact with other elementally-tuned magic according to a reality-based logic at the GM’s discretion (e.g. a Water Mage’s Rain Shield might have double effect against a Fireball).

As noted, elemental mages will refer to themselves by specialty and title using their elemental attunement (e.g. Fire Mage, Ice Wizard, Servant of the Deep Waters, etc.)

Magic Type

Mana Cost Multiplier

Saving Throw Penalty (Bonus)

Animation/Necromancy

1

-

Invocation/Evocation

1/2

-4

Conjuration/Summoning

1

-

Alteration/Transmutation

1

-

Illusion/Phantasm

1

+2

Enchantment/Charm

n/a

+4

Augury/Divination

1

+2

Abjuration/Protection

1

-

“I am the Servant of the Secret Fire, wielder of the Flame of Anor! Go back to the shadow! The Dark Fire will not avail you, Flame of Udun! YOU SHALL NOT PASS!”

 

SUB-CLASS: ENCHANTER

Symbol: Enchantment
Magic Type: Enchantment/Charm
Color: Blue
Orientation: Southwest

Enchanters deal in mind control, suggestion, and charm magic. They gain an effect multiplier on mana cost for enchantment/charm magic. They cannot cast invocation/evocation-based spells and suffer saving throw penalties vs. invocation/evocation, animation/necromancy, and conjuration/summoning magic.

Enchanters must have a minimum charisma ability stat of 15, and a minimum intelligence of 14.

At the third level of experience and above, Enchanters gain the ability to discern if a creature is charmed or under some form of mind control by rolling less than their combined INT and experience level on 1d100. At fifth level and above, they gain the power of Suggestion, by which they gain a bonus on reaction rolls equal to their intelligence plus experience level minus the intelligence plus experience level or hit dice of their target. Monsters and characters immune to Charm will be immune to Suggestion as well.

Magic Type

Mana Cost Multiplier

Saving Throw Penalty (Bonus)

Animation/Necromancy

1

+2

Invocation/Evocation

n/a

+4

Conjuration/Summoning

1

+2

Alteration/Transmutation

1

-

Illusion/Phantasm

1

-

Enchantment/Charm

1/2

-4

Augury/Divination

1

-

Abjuration/Protection

1

-

Grima Wormtongue: “You see much, Eomer son of Eomund. Too much. You are banished forthwith from the Kingdom of Rohan, under pain of death.”

Eomer: “You have no authority here! Your orders mean nothing!”

Grima Wormtongue: “Oh, but this order does not come from me. It comes from the King. He signed it this morning.”

Tuesday, October 19, 2010

Spell-Casting Classes and Sub-Types: Wizards (Animator & Illusionist)

This begins a quick series of sub-class descriptions for Wizards, presented in opposite pairs.

The generic Wizard class template and rules should be used except where modified below for these sub-classes. Once chosen, a Wizard’s sub-class specialization can only be changed to another sub-class specialty that is adjacent to the original in the Magic Octagram (e.g. from Animator to Abjurer or Elemental Mage). However, in changing sub-class, the character loses two experience levels (the magical shift causing something like a minor stroke) and retains the saving throw and casting penalties from the original sub-class (but does NOT retain the bonuses).

SUB-CLASS: ANIMATOR (NECROMANCER)

Symbol: Animation
Magic Type: Animation/Necromancy
Color: Red
Orientation: North

Animators specialize in Life Force and Death magic. They gain an effect multiplier on mana cost for necromantic and life-force related spells (such as healing and animate dead). They may not cast illusion-based spells and suffer saving throw penalties vs. illusion, alteration/transmutation, and enchantment/charm magic.

Animators must have a constitution ability stat no less than 13, since their own personal life force needs to be strong enough to stand up to the rigors of the magic they practice.

Note that, despite the notoriety of several infamously evil necromancers, animators can be of any alignment or inflection. Dark animators (necromancers) will usually only cast death-magic spells (which does make an impression on folks) but can cast light-inflected life force magic as well. Light animators will usually only cast life-magic spells, but can also use necromancy. Generalist animators do both without preference.

Magic Type

Mana Cost Multiplier

Saving Throw Penalty (Bonus)

Animation/Necromancy

1/2

-4

Invocation/Evocation

1

-

Conjuration/Summoning

1

-

Alteration/Transmutation

1

+2

Illusion/Phantasm

n/a

+4

Enchantment/Charm

1

+2

Augury/Divination

1

-

Abjuration/Protection

1

-

 

SUB-CLASS: ILLUSIONIST

Symbol: Illusion
Magic Type: Illusion/Phantasm
Color: Cyan
Orientation: South

Illusionists specialize in creating simulacra, veiling, and manipulating perception. They gain an effect multiplier on mana cost for illusion magic. They cannot cast animation/necromancy-based spells and suffer saving throw penalties vs. animation/ necromancy, abjuration/protection, and invocation/ evocation magic. Note that illusionists must save against these types of magic even if the effects might be beneficial (such as healing spells).

Illusionists must have a minimum intelligence of 15 and minimum dexterity of 16.

At the third level of experience and above, Illusionists gain the ability to detect illusions by rolling less than their combined INT and experience level on 1d100.

Magic Type

Mana Cost Multiplier

Saving Throw Penalty (Bonus)

Animation/Necromancy

n/a

+4

Invocation/Evocation

1

+2

Conjuration/Summoning

1

-

Alteration/Transmutation

1

-

Illusion/Phantasm

1/2

-4

Enchantment/Charm

1

-

Augury/Divination

1

-

Abjuration/Protection

1

+2

Sunday, October 17, 2010

Spell-Casting Classes and Sub-Types: Class Matrix

Before I dig into the specific Wizard sub-classes, I need to give a little big-picture orientation on how the magic cosmology represented in the Octagram…

C:\Documents and Settings\gwharton\Desktop\personal\RPG\Arcane.dwg

…translates into the division and sub-division of spell-casting classes. I’ve prepared a handy reference chart you can use to keep track of how the various sub-classes break out with respect to their areas of magical focus (these tables are getting a little too complicated for my rudimentary HTML skillz, so I’ve started generating them as images).

Microsoft Word - CastingTypesMatrix.doc

There are a lot of new names in there, but some familiar ones as well. The previously-separate Illusionist, Druid, and Monk classes are all going to be subsumed by this system and adapted to it (as is the Paladin, which will merge with the Paragon sub-class, and the Ranger, which will merge with the Druid/Shaman sub-class…but I’m getting way ahead of myself). You’ll also notice something funny with the Priest/Cleric classes and their magic type specializations (an overlapping of categories). That will be explained when we get to talking about divine magic and priests.

Next up, I’ll be discussing each sub-class of Wizard in mutually antagonistic pairs.

Saturday, October 16, 2010

Spell-Casting Classes and Sub-Types: Wizards (General)

Now the rubber hits the road. Let’s look at class types for Wizards.

First off, I much prefer the term “Wizard” to “Mage” or “Magic User”. It’s got that certain old-school feel to it, and you know I’m OldSkool.

As a general class, Wizards are specialists in the use of arcane magic. They are the technologists and scholars of the supernatural. As such, intelligence is their prime attribute, and wisdom their secondary attribute. Unlike in the core rules, Wizards in this schema do not have any minimum ability stat requirements. However, low-intelligence or low-wisdom Wizards face many disadvantages and can be a threat to themselves as well as others. For specifics, see below.

Dealing in magic is dangerous business. Spells draw their power from planes of existence outside our own, and don’t follow our tidy physical laws. Learning and using magic requires strict discipline and care: even the most casual mistake and innocuous spells can drive you insane, take over your mind, kill you, or unleash unspeakable horrors. Wizards can gain access to unmatchable powers, but risk everything to do so. For this reason, as much as they may be admired for their accomplishments and power, they are also feared and reviled for the danger they present to everyone around them. Wizard pogroms are distressingly common. Thus Wizards tend to be somewhat secretive.

The master class template for Wizards applies to all sub-types that follow, modified only by the information provided for each sub-type specifically.

You may notice some changes with the level titles. These don’t get used a lot in real game play because the core rules titles don’t make a lot of sense. I’ve changed them to reflect a kind of pseudo-scholastic apprentice-master system by which Wizards organize and train themselves. Every Wizard except an Arch Wizard will have a higher-level teacher with whom they study/train and to whom they owe some sort of allegiance (and possibly tuition), whatever that may be. The student will always refer to their teacher as “master” regardless of the teacher’s actual experience level title, except that Grand Wizards, Grand High Wizards, and Arch Wizards are always referred to by their whole title (we doubt you’re on a first-name basis with the likes of them, anyway).

Wizards may not advance in level if they do not currently have a teacher. A wizard who finds him or herself without a teacher needs to find another one of sufficiently high level in the relevant area of specialty with a willingness to take him or her on as a student to allow further experience progress. To determine if a teacher’s level is high enough to allow advancement, take the character’s current level plus three (+3) until level 10, and from level 10 on, the current level plus one (+1). Note that this means a Wizard teacher of at least 12th level is required for promotion from Professor into the ranks of the full Wizards (from level 9 to 10).

Also, there’s probably an exam.

ArcaneSquare WIZARD

EXPERIENCE & LEVEL PROGRESSION (Chart 1)

Wizard_XP

NOTES for Chart 1:
* Player characters typically do not progress beyond 20th level, as their powers, responsibilities, and entanglements prevent them from doing much more than ruling their domains and settling squabbles among their clients and students. Higher-level Wizards are certainly possible, but nobody’s seen one in thousands of years (and thank goodness for that).

** “Wizard” is the generic title used by all Wizards above level 9. Specialist sub-classes will typically substitute the name of their specialty title in place of the generic (e.g. “Grand Necromancer” instead of “Grand Wizard”) or modify the generic with the color designation of their specialty (e.g. “Forauld, the Yellow Wizard”)

SPELLS KNOWN BY LEVEL (Chart 2)

A Wizard’s experience level determines the maximum spell level they are capable of safely knowing and using (i.e. putting in their head and thinking about).

Exp. Level 1-2 3-4 5-6 7-8 9-11 12-13 14-15 16-17 18+
Max Spell Level 1 2 3 4 5 6 7 8 9

If a Wizard attempts to memorize, read, or use a spell of a higher level than they are “rated” for by experience level, the Wizard must save versus spell magic on every attempt (e.g. reading it, memorizing it, using it, or even forgetting it) with a penalty calculated as follows:

(Level of Spell – Max Spell Level allowed) x 3

Regardless of penalty, a critical success (natural 20 on 1d20) on a saving throw always saves (see rule: Heroic Saves). Failing this saving throw will result in the following effect (roll 1d100):

Wizard_SpellFailure1

SPELL MEMORIZATION

A Wizard can only know a spell if he or she has access to it in some written form and has made the effort and taken the risk to memorize it. All Wizards record their spells in spellbooks using Write Magic (see note below).

The number of spells that may be known (i.e. memorized, or contained within the head of the Wizard) is determined by the following calculation (all fractions rounded down):

Maximum Spells Known = {(INT-6) / 2} + Experience Level

So, for instance, if Forauld is Level 10 and has an intelligence stat of 13, he can have up to 13 spells memorized at any given time [{(13-6)/2)+10=13.5 rounded down to 13]. A Wizard may also know as many cantrips (minor magical tricks rather than major magical effects) as spells if cantrips are used in the campaign.

To memorize a spell requires both time and success roll, modified by conditions. Doing so is not just a matter of learning words and gestures in the correct order. Memorizing a spell involves imprinting the spell itself on the structure of the Wizard’s brain. The base time it takes to memorize any spell is the level of that spell in days. For instance, the base time required to memorize Dispel Magic (a 3rd Level spell) is three days. This assumes optimum conditions for concentration and study (a quiet, private place without interruption).

When attempting to memorize a spell, the Wizard must first determine whether or not he/she has a memory slot available to fill, the level of the spell to be memorized, the conditions under which the study is to take place, and then make a roll for success on the following table using 1d20:

Wizard_MemResults

The following modifications to the success roll for spell memorization should be observed:

Wizard_MemSuccess

It is not possible to memorize spells while engaging in other tasks. Obviously, trying to memorize spells in less than optimal conditions is something that should be carefully avoided. It’s also a very time-consuming process (it could take months for a high-level wizard to forget and re-memorize all his spells). Fortunately, once a spell has been memorized, it is not easily forgotten. Unfortunately, if you wish to forget a spell, a special effort must be made to do so, similar to the memorization process above. If all memory slots are full, a spell will have to be forgotten before a new one can be memorized.

SPELL CASTING & MANA

To cast a spell, it must be known (already memorized) and the Wizard must have enough available mana (magical energy) to power its operation. Mana is the underlying fuel for all magic. Without mana, magic doesn’t work. No matter how many spells you know, a lack of mana will leave you waving your hands around and mumbling for nothing.

All living things generate mana internal to themselves as a renewable source of magical energy. The measure of how much mana a being generates daily and has available for use is called basal mana. Except for elves, most player character races generate three (3) basal mana points at level zero (without any further development and training). Through physical and mental training, Wizards are able to increase their basal mana reserves by three (3) points for each level as they increase in experience.

The cost in mana points to cast a spell depends on the level of the spell and the level of the caster, as illustrated in the following chart:

Wizard_BasalMana

Up Next: Wizard Sub-Classes

Friday, October 15, 2010

Spell-Casting Classes and Sub-Types: Introduction

Now that we’ve developed a schematic cosmology for how magic works in the D&D world, we can start to categorize the sorts of beings who traffic in such things.

Every spell-casting character has to begin with three basic choices:

  1. Which type of magic will the caster specialize in?
    (Animation/Invocation/Conjuration/Alteration/Illusion/Enchantment/Divination/Abjuration/Generalist)
  2. Which inflection of magic will influence the caster
    (Light/Dark/Both)
  3. What is the source of the magic the caster utilizes
    (Arcane/Divine/Both)

Why should a caster need or want to specialize by type? Remember that some types of magic are incompatible or antagonistic to each other. To the extent that a caster specialized in one type, he or she will gain advantages using that type along with disadvantages using the antagonistic type. Generalists don’t get the disadvantages, but they don’t get the advantages either. Plus, generalists still have to deal with the incompatibilities as they come up. Generalists will have fewer overt weaknesses, but will progress in experience at a slower rate (much like multi-classing characters in the core rules).

Why choose an inflection? Partly by necessity: the inflection of a character’s magic use should closely match the character’s alignment in ways that are consistent with the campaign (the GM should rigorously enforce this). Also, light and dark forms of magic are somewhat antagonistic to one another. Specializing in one gains advantages and disadvantages versus the other.

The need for choosing a source of the character’s magic use should be obvious, since this is already built into the core rules via the distinction between clerics and magic users. We’re gong to tweak that a little bit here and throw in some curve balls, so I’m handling that same divide via the choice of source rather than exclusively by class.

Once these three choices are made, they are represented on the character sheet with the appropriate symbols and notes (the symbol for a Generalist caster, by the way, is an eight-pointed star…for reasons which ought to be obvious at this point). Which way these choices have gone then determines what the character’s class will be (of course, a player can just choose a class, which be default answers these three questions).

The first distinction we can make right off is one of general character class according to source of magic, like this:

ArcaneSquare

ARCANE MAGIC
General Class: WIZARD

Divine

DIVINE MAGIC
General Class: PRIEST

Source

DEEP MAGIC
General Class: MYSTIC

Okay. Hold on a second. “Wizard” is obviously the same as “Magic User,” and “Priest” is obviously the same as “Cleric,” but what the heck is “Mystic” all about? This is starting to look suspiciously like 3.5e D&D, and them’s fightin’ words!

Fear not! I am not leading you astray. I pulled a bit of a fast one on you there, but believe it or not, we’re still within the scope of an Oe/1e campaign with a partially-customized magic rule set.

I’ll continue by looking at each one of these, and the variations within.

Alternative Magicks: The Sources of Magic

Following on the last post, in which I laid out my thoughts on the spectrum of spellcasting types in a Oe/1e context, there are some immediate implications for spellcasting character classes that directly follow.

One last note on the Octagram I showed you as a handy graphic reference to the relationships of the various flavors and inflections of magic in this schema before I start talking about character classes. In addition to the magic types arranged radially in a spectrum, and the inflections from light to dark to indicate value, we must also consider the source of the magic in the world.

The core D&D rules contemplate two fundamentally different sources for magical power: the Arcane and the Divine. Those who deal in arcane magic are magic users, who study magical forces accessible in the world and learn technical methods for manipulating them. Those who deal in divine magic are clerics, who pledge personal obedience to divine sources of power and receive magical abilities in return, channeling the divine magic. This is a fundamental divide that represents a profound difference in approach.

However, the source of the magic doesn’t affect the types or value of the magic as I’ve already outlined them. Some spells are purely wizardry – accomplished by a sort of technological means and tapping into deep underlying forces – while others are purely miraculous – accomplished by commune with the divine. But there are many spells that will derive from either source, and some substantial areas of overlap.

So there is one last distinction that is symbolically recorded in the Octagram above:  Arcane vs. Divine:

ArcaneSquare

ARCANE MAGIC

Signified by a square.

 

Divine

DIVINE MAGIC

Signified by a diamond.

 

Which, of course, combines in the Octagram like this…

Source

 

 

 

…to represent the source of all magic (the Octagram being the symbol for magic of all kinds in this system I’m cooking up). Look familiar?

Now, this probably seems like a lot of effort to go through for some dubious reasons, and far off the track of superimposing a mana-based magic system on D&D. In my next post, covering spell-casting character classes and variants under this system, it will become a little more clear why I’m doing all this cogitating and diagramming. However, there are several aspects of the exercise of creating all this symbolism that should not be underestimated.

  1. These symbols can be used by a GM to add a lot of flavor to a campaign. In fact, any GM could use this magical cosmology without any of the mana-based rules and it would work just fine. The players won’t necessarily know what all of this means when they’re first exposed to it. Spell-casters should be given some of the basics, but not all of it. They will know the meaning of symbols associated with their own realm of magical contact (and should treat them as profound secrets), but little else. Every piece of knowledge associated with it should be a puzzle (it being arcane knowledge, after all). Scrolls and magic items will almost certainly have some of this symbolism integrated into them. Having learned about while campaigning, players will learn how to begin decoding some of the mysteries of their world and take pleasure from doing so.
  2. Visual symbols are a very efficient way to communicate a lot of information in a very economical way. Once the players learn that wizards wearing yellow are prone to conjuring horrors from mid-air or that a faint magenta glow likely means some sort of protection spell at work, they will start to pay attention to details in their environment and pick up a lot of information by doing so.
  3. One of the biggest problems with many game mechanics is that they are conceived as game mechanics first, and don’t always have the sort of logical, holistic consistency and integrated complexity to them that we expect from a fully realistic world. They’re fundamentally arbitrary, and this is especially problematic when it comes to inherently non-realistic areas like magic. By having a clear cosmological framework for how magic works in the game world, especially when this can be summarized consistently in some symbolic ways, with add to the realism and satisfaction of the game.

Thursday, October 14, 2010

Some Closure on In-Game Accounting

It's been five months, but I'm back. Honestly, I didn't think anybody was paying attention to any of this, but recent comments have proved me wrong on that. My attention had wandered, life intervened and my other obligations called me away from my hobbies and into more immediate endeavors. Apparently I have a reader now (note the singular) who has noted my absence and complained, so here we go again. If you are here reading and find this interesting, I encourage you to drop a quick comment to let me know your interest and how you found me. I don't need money to keep this up, but knowing somebody is interested doesn't hurt.

---

When last I was discussing my thoughts on the implementation of a mana-based magic system for Oe/1e D&D, I wandered off into a discussion of in-game accounting systems and why they're so important to the smooth running of a game in which we aren't using the background computing power of information infrastructure to track complex information.

To finally give you some closure on that before continuing with my thoughts on a mana-based magic system for OD&D that still retains its essential Vancian character, here is a quick visual matrix for tracking basal mana levels, mana regeneration rates, and expended mana on a non-elf character sheet:



There are a couple of things to note about this graphic. First, each box in the grid represents one point of basal mana. It has a slash through it because some spells and cantrips will use half-points, though this complexity can be avoided by simply rounding all fractions up if the GM prefers.

The numbers in the grid represent experience levels. So, as previously discussed, a zero-level character will have a base mana of 3, and each additional experience level will increase that by three points, up to the 20th level. There's a big eight-pointed star in which the current basal mana level can be recorded as a number, just like hit points. The significance of the eight-pointed star will become obvious in a future post, but for now you can pretend it's a graphic affectation.

Below that, there are four boxes in which to record mana regeneration rates. These numbers note how fast basal mana expended will refill on an hourly basis (mana points per hour) and to maximum (by number of hours), depending on whether the character is resting or active. That should be fairly obvious, but we'll cover that in more detail in the future as well, since there are some issues which affect it (such as background mana levels).

Finally, at the bottom of the matrix, you'll see something new and previously undiscussed: Life Force. This is a teaser for a future topic, in which we will connect basal mana to emergency mana expenditure to so-called "negative hit points" to undead/negative energy plane life force draining to necromancy in a Grand Unified Theory of character life force.

Next up, I'll give a similar simple graphic system for recording known spells, mana costs, and associated spell-specific information on a character sheet.