Tag Archives: magic-user

Appetizer of Bukako

A brief taste of the feast to come. All the spells are written, the layout is done, and we are just messing with some final details. Update: it is done! Get it here for free. Four samples:

[Earthquake] Mood of Gravity

By smearing the face with mud, dust, or jagged rock shards, the sorcerer’s soul fuses with a greater earth spirit, binding the emotions of the sorcerer to the movement of faults deep below. For the duration of the spell, annoyance and minor pains result in tremors while wrath and great pain yield proportional restlessness of the earth. When the spell ends, the sorcerer becomes numb to the experience of any emotional intensity until the spell can be prepared again.

[Enlarge] Engorgement

The sorcerer must prepare a dish from flesh of a four-legged animal, spiced well and thoughtfully. Upon speaking the magic words, and consuming the food, the sorcerer grows to the size of the animal consumed, persisting in that size until passing the animal’s remains. Only the sorcerer’s body changes, and upon the spell’s end there is a 1 in 6 chance of the sorcerer permanently manifesting some physical aspect of the creature, such as goat horns, horse hooves, or cat eyes. If the animal consumed was of a kind to lay eggs, the sorcerer will lay an egg within 1d6 weeks, birthing a creature of wonder or terror.

[Fear] Beacon of Terror

By prostration, tracing forbidden signs on the ground, and slapping the ground three times, the sorcerer causes an infinitely high beam of light to spring forth from the ground like a pillar rising to heaven. For any creatures of level four or less witnessing the radiant beam, taking any action other than fleeing the beam pillar requires succeeding at a saving throw. When the spell ends, the beam flickers out, but if the beam was called under open sky there is a 1 in 6 chance of attracting attention from spirits of the air, dragons in transit, or a flock of giant eagles.

[Message] Sending of Bats

During the dead of night while in a cave, earthy hollow, or dead tree, the sorcerer invokes the ancient pact of Chirops, which obligates bats to serve as envoys for the wise. In 1d6 turns, a colony of bats prostrates themselves around the sorcerer to receive a message, which the colony will then carry to a destination or recipient provided by the sorcerer, to sing the message thrice in a harmony of bat voices. There is a 1 in 6 chance the bats will be the size of condors—bat champions—only willing to serve following negotiation of terms.

Sigils, sages, and libraries

Art of alchemy, cropped (source)

As a referee, I often place runes or sigils on items or locations. Such sigils can encode spells, clues, or other relevant local information. I have used several different systems for decoding sigils, including the classic read magic spell, time-consuming intelligence checks for wizard-type characters, and probably several other methods. Below is a generalized approach for handling sigils that reflects my current approach and should be broadly applicable.

Any sorcerer can interpret sigils by spending a dungeon turn, which reveals the domain of magic unfailingly. Sorcerers that know any spells of this domain interpret the sigil fully, but otherwise learn only the domain and a scrap of additional information. If the sigils contain a spell, sorcerers that fully interpret the sigil may spend another dungeon turn to cast the spell, if desired. Full interpretation entails general knowledge of potential spell outcomes, including any risks, though exact details may remain shrouded. Most enchantments, including those bound to objects, require sigils.

Given writing materials, a literate player character can spend a dungeon turn to record details of sigils, for continued investigation during a future haven turn. Rough tracing or copying is insufficient, so only literate player characters can record sigil details. If literacy is unclear, perform an intelligence test or save versus magic to determine if a given character is literate. Assume non-specialist retainers are illiterate.

Given records of sigil details, and access to a library or archives in a haven, a sorcerer can research the meaning of the sigils as a haven action. Roll 1d6 to determine if a haven contains a library or archives if this is undetermined, with 1 indicating the presence of a library. Access to the library may require payment (reasonable default: 1d6 × 100 GP) or subterfuge. Player characters other than sorcerers lack the knowledge to use a library effectively but can instead consult a sage if one is available.

Roll 1d6 to determine if a sage resides in a particular haven. If a sage is unavailable, in most havens elders will be able to direct player characters to the nearest haven with a sage. Sages can interpret sigils within their domains of knowledge fully, though they lack the ability to cast spells. By default, a sage has a 50% chance of relevant domain knowledge (note any domain known for future reference). All sages can determine basic properties of sigils, such as domain of magic. Sages charge 100 GP for basic information, plus a rider based on how valuable the sage considers the resulting details. Sages survive on their reputation, and so only charge for information they judge valuable. Sometimes, gathering local curiosities for sages from inconvenient locales (1d6 hexes distant) will suffice for part or all of the fee.

The sorcery rules in Wonder & Wickedness use sigils to manage semi-permanent magical effects. Such sigils can be interpreted as described above.

Whenever a player character spends a dungeon turn, remember to make a random encounter check (or roll the hazard die if using the Hazard System).

Mettle rules graft v0.1

This is a hack that integrates an alternative partial-success d20 resolution system and replacement health system. The original posts on some of these ideas:

The primary design priority is fluent ease of use.

For me, this is essentially subsystem playtesting (for my ongoing, slow-burning Hexagram project), but I think this could be useful as a mod also.

(See the downloads page for a PDF version.)


Necropraxis Mettle Rules Graft

Start with something like B/X D&D, Labyrinth Lord, or Lamentations of the Flame Princess and then suture in the following systems and rules. This is a draft playtest document and I assert no compatibility.

Tests

  • Resolve uncertain actions using the test procedure (1d20 +modifier), interpreting the result as follows:
1 2-9 10-15 16-18 19+
Hindrance & Catastrophe Hindrance Progress & Hindrance Progress Progress & Triumph
  • Tests replace attack rolls, ability checks, and saving throws
  • If the unmodified result is 1 or 19+, ignore the modifier

Basics

    • Moves are actions with predefined sets of potential test outcomes (see combat, below, for examples)
    • Add proficiency bonus to class-relevant tests given proper equipment
      • Weapons for fighters, lock picks for thieves, wands for magic-users, and so forth
    • Proficiency bonus follows 5E: = ceiling(level / 4) + 1
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6

Gear & Equipment

  • Characters have 25 gear slots: 5 panoply, 4 hand, 6 belt, & 10 pack
    • Panoply slots correspond to hit locations: 1 head, 2 legs, 3 arms, 4 abdomen, & 5-6 body
    • The 4 hand slots are primary (left, right) & secondary (left, right)
    • Place any additional gear in burden slots (burden imposes penalties)
  • Each gear slot has a uses track with up to six boxes
    • The uses track represents wear and tear or uses remaining
    • Gear determines the max uses: quiver of arrows (6), sword (3), and so forth
    • When the number of marked boxes equals the max uses, gear is broken, ruined, or used up

Magic

  • Spell slots = level + 2; each slot has uses = proficiency bonus
  • During haven turns, cast spells from grimoires
    • Other magicians can tell when spells are active
  • After casting a spell, magicians can cause effects using the invoke move
    • +INT for black magic, +WIS for white magic
    • To add proficiency bonus when invoking, equip a focus, such as a staff or wand
    • When invoke test outcomes include hindrance, mark a spell use

Combat

  • Peril—such as monster attack—results in death unless an action forestalls such fate
  • The block and dodge moves replace opponent attack rolls
  • The endure and suffer moves replace taking damage
    • Mettle = level +CON
    • To mark mettle, mark a number of hearts = opponent threat (HD, level, or whatever)
    • If directed to mark mettle when none remain, make the suffer move to avoid death
    • Dying characters expire at the end of the current round
  • Sprain and fracture conditions disable the relevant hit location
    • 1 = head, 2 = legs, 3 = arms, 4 = abdomen, 5-6 = body
  • If a character is already bleeding and the condition comes up again, the character bleeds out and dies
  • Armor bonus applies to the endure move
    • Light armor = +2, medium armor = +4, heavy armor = +6
    • Proficiency: fighter = heavy, thief = light, wizard = none
    • Characters are burdened if wearing armor without proficiency
  • Two-handed weapons provide advantage for strike, shields provide advantage for block
Approach Moves Strike Shoot Maneuver
Prerequisite Melee equipment Weapon & ammo Situational
Modifier +STR +DEX +STR or +DEX
19+ 2 hits 2 hits Attain objective & 1 hit
16-18 1 hit 1 hit Attain objective
10-15 1 hit & mark use 1 hit & mark ammo use Attain objective & mark use
2-9 Endure Mark weapon use Endure
1 Endure & mark use Mark weapon & ammo use Endure & mark use
Avoidance Moves Block Dodge Endure Suffer
Prerequisite Melee equipment Unburdened
Modifier +STR +DEX +Armor +CON
19+ 1 hit Position & 1 hit Recover 1 Recover 1
16-18 Position Sprain
10-15 Mark use Position & lose balance Mark use Fracture
2-9 Endure & mark use Endure & lose balance Mark use & mettle Bleeding
1 Endure & mark use Endure & mark use Suffer Dying

Spell book dilemmas

Image from Wikimedia commons

Magic systems can treat spells more like things one knows or more like things one has. That is, skills versus possessions. This is not a pure dichotomy, and various systems draw from both approaches. There is, however, a fundamental trade-off in moving along this continuum from magic as skill to magic as possession. A skills approach leads to more focused, mechanically simple, and niche-protected characters within a party. A possessions approach leads to more flexible, mechanically complex, and interchangeable characters within a party.

Skill versus possession makes the biggest difference in systems that strictly regulate skill development through acquisition of levels. Traditional D&D and similar games generally work this way. I think a more fine-grained system, such as Burning Wheel skills that develop based directly on fictional actions, would also exhibit this dynamic, but it probably would make less of a difference. In the options below, I assume skills and possessions function close to traditional D&D.

I am thinking about magic systems right now, so this is more a descriptive post to help me organize my thoughts than a proposal for a particular approach. I am curious about pushing the magic system closer to the possessions end of the spectrum while still maintaining distinctiveness between magic-using characters within a party.

Option 1: Pure Skill

In this approach, knowledge of a particular spell is like a learned skill. Characters learn new spells only by engaging character improvement mechanics directly (such as level-up) rather than through fictional actions (such as picking up a wand). Sharing spells between player characters is either impossible or costly. (See also this older post on strict spell learning.)

Perhaps surprisingly, playing B/X by the book treats spells mostly like skills for magic-users (see page B16 and this post by Alex). Magic users gain new spells on level up and there are no other rules for learning spells apart from the expensive spell research rules in the Expert rules, which require 1000 gp per spell level and seem to be intended for newly invented spells, not other spells in the existing catalog (see page X51). Apart from the research rules, spell memorization in B/X is fictional logic wrapped around a resource management fire and forget game mechanic.

Pros: simplicity, high character distinctiveness within party

Cons: can feel more like super powers, collecting spells through adventuring less emphasized

Option 2: Spell Learning

One method that takes a step toward spells as possessions is having a set of spell book rules that include systems for learning spells outside of character improvement mechanics. A magic-user can only memorize spells from a personally written spell book. This spell book or books can contain any number of spells, but copying a spell into the book requires a special action and perhaps some cost, to prevent the easy replication of spells within a party, which would give all magic-users access to the same spell list. Then, magic-users choose which spells to prepare from the book, up to level-based limits, during downtime.

AD&D popularized this approach. The AD&D rule for attempting to learn a spell is to make a percentile chance to know spell check, which is based on intelligence (AD&D Players Handbook, page 10). Characters that fail this check may never learn the spell in question. This naturally leads to spell lists unique to each magic-user. In my experience, players hate rolling to learn spells with the possibility of never being able to learn a particular spell, so though this system has some nice emergent properties, it can be a difficult sell.

Some more recent systems, such as ACKS repertoires and 5E spell slots, seem like variations on this approach, but constrain which known spells are available for actual use in play. Such constraints provide a small brake on the tendency for magic-using characters to accumulate spells without limit. Though these systems often seem superficially logical (at least to me), they also are rather complex to explain and can require extensive bookkeeping. For example, the 5E approach to spell books requires players to manage separately the spells in the book from the spells available to cast (5E Basic Rules, page 30) and spell slot implementation is, on reflection, nine different kinds of mana/spell points for for players to manage.

Pros: spell book atmosphere, moderate character distinctiveness within party, magic-users adventure to collect more spells

Cons: bookkeeping, higher chance of copying spells between player characters, often less player influence over the kind of spells learned

Option 3: Possession Plus Access Skill

Magic could also be entirely located within a possession but require a skill (or something like a skill) to use the possession. That is, a character would need something like a necromancy skill to use necromancy type magic items but such as skill would grant access to all such magic. (One could make the taxonomy of magic as fine-grained as desired to increase the likely distinctiveness of magic-using characters.) Though only intended to supplement the primary method of casting spells for characters, the traditional rule of only allowing characters belonging to the magic-user class to use stereotypically wizardly items is a crude version of this kind of approach.

A simple version of this that might work well is to take specialist rules and turn them on their head. Rather than assume generalist magic-users have access to all spells, with specialists giving up access to several schools of magic in exchange for increased power with a focal school, instead assume that generalist magic-users have no access to any spells other than those of known schools. In this way, proficiency with a school of magic would become similar to proficiency with a class of weapons, as implemented in 5E D&D.

Pros: concrete magical atmosphere

Cons: requires a skill system for acquiring access to spell schools, somewhat nonstandard, spells within school easily shared between characters

Option 4: Pure Possession

On the far end of the spectrum, the ability to cast a spell could entirely depend on character possessions. The way to get access to the fireball spell is to find a wand of fireballs (or whatever). There are various ways to place some restrictions on exchangeability, such as 5E attunement or traditional class features, but such rules often feel artificial, obviously twisting setting elements to solve a game problem.

Into the Odd uses this approach. There are not really any spells in the traditional sense and instead magic powers reside in arcana, which any character can use. I believe some arcana require something like a will save and many are consumable.

Perhaps surprisingly, given how this can sometimes lead to magic feeling like technology in a game context, it is actually closer to how magic often works in mythology and fantasy fiction. For example, Robert Howard’s sorcerer Thoth-Amon derived most or all of his magic from the serpent ring of Set. Arguably, magic in Vance’s dying earth stories sort of works like this, as non-magician characters sometimes memorize spells, though it is possible that such characters still have some sort of special talent or skill. For game purposes, this would be close to a pure gear approach.

Pros: simplicity, flexibility

Cons: characters feel less like archetypal wizards, low character distinctiveness within party


There are probably many other variations, but I think these examples illustrate some common approaches and the trade-offs that come with choosing a particular place on the rules continuum.

It is worth noting that these dynamics exist across classic classes as well, with thieves being more skill based and fighters being more possession based. For example, only thieves know how to use lock picks while fighters can usually trade weapons, though various approaches to proficiencies and so forth can change how this works. However, distinctiveness feels more important to me for magic-using character types than for mundane character types. I suspect this is true for others as well. (Explaining this feeling is perhaps a topic for another post, hopefully written by someone other than me.)

Maybe relevant: grimoires for OD&D

Catastrophe magic

This is a magic system I have been testing. It is general enough that I think it should be easy to use with other traditional fantasy games, if you like, given a small amount of adjustment to the system you are using.

This is a roll to cast system. You need to decide on a set of known or prepared spells for a character. Then, the die outcome will take care of the resource aspect of spells. You also need a resolution system that provides five levels of outcome. You can think about these outcomes as levels of player character success or as augury into the fictional world. The five outcomes are:

  1. Principle intensified
  2. Principle
  3. Principle & corollary
  4. Corollary & decline
  5. Catastrophe & decline

The principle is the basic spell effect, the thing that the sorcerer is generally attempting to bring about. The principle intensified is the critical hit version of this. The corollary is an unintended side effect that generally complicates the magician’s life but may occasionally be useful. Decline represents a decrease in future spell potential or magical energy. The simplest implementation of decline is, following a Vancian approach, forgetting the spell. And finally, catastrophe is a total misfire which may have personally deleterious effects. This set of outcomes means that something magical always happens but the potential corollaries and catastrophes should make players think twice about playing with arcane fire.

To resolve the casting of a spell, I use an ability check, similar to the approach described here, with intelligence for black magic and wisdom for white magic.

For an approach closer to classic d20, consider the following:

Let target = 10 + spell level. Then, roll 1d20 and add spell bonus (something like one-half level, rounded up). Interpret the result as follows:

  • Natural 20: principle intensified
  • Target + 4: principle
  • Target: principle & corollary
  • Below target: corollary & decline
  • Natural 1: catastrophe

Further, you need a way to determine what each class of outcome means for a given spell. Writing new spells with extensive corollary and catastrophe tables is wonderful but by no means necessary.

Ideally, catastrophes are specific to individual spells, but lacking specific catastrophes, you can fall back to some general outcomes, such as these:

(I am sure there are others available too.)


Hacking a spell to support this system can be easy. For example, here’s a hack for the classic spell magic missile:

  • Principle intensified: +1 extra missile
  • Principle: as written
  • Corollary: an additional missile targets something non-animate (determine randomly)
  • Catastrophe: determine target of each missile randomly (friends and foes)

For many spells, it is feasible to rule on potential corollaries and catastrophes in real time. I would just clarify with the player what the potential scope of outcomes would be and confirm intention to cast the spell prior to the roll.


See also:

Summoner and Pyromancer Playbooks

Here are Summoner and Pyromancer playbooks—see downloads page for PDFs. The playbooks include instructions for creating an adventurer along with core rule cues. Below are slightly more precise spell rules.

This summoner is a tightened up version of the OD&D summoning rules I posted a while back.

As a reminder, intelligence checks control how many times an adventurer can cast a spell. After casting and resolving a spell, the adventurer makes an INT check. Failure means the adventurer looses the spell. Spells refresh during downtime.


Summoner Spells

To cast summoning spells or use magic, adventurers must have a catalyst in a hand slot.

Charm

Bind a neutral or friendly creature as a minion.

Hostile creatures and creatures of higher level than the summoner get a saving throw.

Minions resist commands that are suicidal or anathema.

Compel resisting minions with a CHA check. Failure breaks the charm.

Previously charmed creatures become hostile when liberated.

Summon

In a puff of smoke, a monster appears. Determine monster randomly.

Choose: careful, reckless, or named.

Careful results in a monster with level not exceeding the summoner’s.

Reckless could summon anything, even a duke of hell.

Named summons a creature by true name, which must be known.

Optional: choose a minion specialty. Summoners with a specialty may opt to summon minions of the chosen type during any particular summoning occasion. When summoning in this manner, determine specifics of summoned creature randomly within desired type. Once chosen, the specialty may not be changed though summoners may acquire additional specialties through play.

Ward

Draw a boundary, either circle or line, on the ground with a catalyst.

Summoned or extra-dimensional creatures may not transgress this boundary.


Pyromancy Spells

To cast pyromancy spells, adventurers must summon a pyromancy flame.

Adventurers knowing pyromancy spells may summon or dismiss pyromancy flames as an action.

A pyromancy flame occupies a hand slot.

Pyromancy flames are fist-sized, hovering, smoking spheres of dim pulsing fire that smell acridly of sulfur and seared tar. They shed about as much light as a dying ember. The odor makes concealment difficult.

Fireball

Deal 1d6 + (1d6 × Level) damage (save for ½) to all in an area.

Flaming Weapon

Ignite a weapon. Weapon deals +1d6 damage and damage is magical.

The enchantment persists as an expiring resource during exploration.

Traditions and corruption

2016-07-08 19.15.49 copy

Personal photo of Symbaroum core book

Several different traditions of magic coexist in the world of Symbaroum, including wizardry, witchcraft, theurgy, and sorcery. All forms of magic entail the risk of corruption, but the risk can be decreased somewhat by following the rituals and practices of a given tradition. Each tradition grants access to a set of spells and casting these spells in the traditional manner avoids some of the dangers of raw magic.

Wizardry is highly codified arcane knowledge as set down formally by the Ordo Magica. Learning wizardry requires long, systematic study and extensive formal training.

Witchcraft follows older ways from the great forest Davokar. The witches serve as spiritual advisors to the barbarians living on the outskirts of the great forest Davokar. Many Ambrians are highly distrustful of witchcraft and see witches as little different than demon-worshipers or sorcerers but witches have elevated social positions within their own tribes.

Theurgy channels the power of the gods, most commonly the sun god Prios. Covenants with other lesser-known powers are becoming more common following the exodus.

Sorcery is the least formal of all the traditions, though there are many secret lineages. Some sorcerers come to the art by pact with occult beings while others discover ancient proscribed treatises and are self-taught. Despite the dogma of the Ordo Magica, sorcerers do follow rules, just highly idiosyncratic rules. To someone trained in one of the other traditions of magic, sorcery can seem pure chaos. Sorcery is forbidden according to the law of old Alberetor, but that has less force in the frontier of Ambria.

Characters on the Path of Wonder choose a tradition before play. Other characters with Magic stat greater than zero may enter into a tradition during play. Characters may not belong to more than one tradition.

When a character casts a spell within the bounds of tradition, there is no immediate chance of catastrophe or abomination, though the character accumulates a point of corruption for each spell cast. Once the number of corruption points equals the character’s magic stat, however, the safeguards of tradition become less able to control the mystic power unleashed. Characters reset corruption points to zero during each Haven Turn. See the Hazard System for details about Haven Turns.

If a character casts a traditional spell when corruption is equal to the Magic stat, there is a chance that they are unable to control the arcane power. Reality objects to being ungently used and reacts proportionally. The spell caster must make a Magic Test or acquire a permanent stigma, a physical mark of arcane corruption. Determine stigma randomly.

Casting a nontraditional spell when corruption is equal to the Magic stat follows the same rules, but failing the Magic Test results in a catastrophe in addition to a permanent stigma. This is why untrained magicians are so feared and traditionally punished with exile or death. The Ordo Magica is often blamed for any magic disaster and so is particularly harsh in hunting down and punishing renegades.

Once a character has accumulated a number of stigmata equal to their Magic stat, their humanity hangs in the balance. The next time that character would acquire a stigma, instead they are fully transformed into an abomination. At this point, the player must make a new character and the abomination becomes a monster under the control of the referee.

Characters with Magic stat greater than zero and no tradition may still learn and cast spells or use enchanted objects following the magic rules, but have none of the safeguards against corruption that the traditions provide. Attempting to learn a spell outside of a tradition and failing also causes either a stigma or a catastrophe (the player may choose).

Spells marked as rituals take a full Dungeon Turn to cast. See the Hazard System for details about Dungeon Turns. Other spell can be cast as a combat move.


The four magic traditions and the progression from stigmata to abomination are based on the Symbaroum setting.

 

Spell attunement

2016-05-02 19.28.37 dark souls 3I want spell rules that:

  1. Do not require regular spell preparation (to decrease complexity)
  2. Avoid locking players into a very small spell list (for variety)
  3. Support acquisition of new spells through adventuring

Several other rule sets have systems that feel to me like they were built to satisfy similar goals. ACKS (2012) differentiates between repertoire, which are the spells available for casting, and formulae, which are all the other spells that a mage has access to (in something like a library). Mages in ACKS can swap spells in the repertoire with formulae, but only at extremely high cost (ACKS core, page 67):

An arcane spellcaster who already has a full repertoire of spells may sometimes wish to replace one spell in his spell repertoire with another of equal level. It costs 1 week of game time and 1,000gp for each spell level to replace a spell in the repertoire with another.

D&D 5E (2014) uses a similar approach where there is a difference between known and prepared spells but then adds an additional layer of complexity with spell slots, which are different in 5E than in previous editions, and function essentially as level-rated mana or spell points. To learn a new spell, 5E wizards must write the spell in a spellbook, which serves a similar function to formulae in ACKS, though there is only cost involved in the initial copying step, not when making the new spell available for preparation (5E Player’s Handbook, page 114):

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Abstractly, both systems represent two pools of spells, essentially online and offline. I find both systems somewhat cumbersome to use and difficult to explain.

The traditional approach, probably represented most paradigmatically in AD&D (1978), also uses spellbooks as collections of offline spells, along with a complicated host of intelligence-based limits and checks to learn new spells (AD&D Players Handbook, page 10):

Acquisition of Heretofore Unknown Spells: Although the magic-user must immediately cease checking to determine if spells are known after the first complete check of each spell in the level group, or immediately thereafter during successive checks when the minimum number of spells which can be known is reached, it is possible to acquire knowledge of additional spells previously unknown as long as this does not violate the maximum number of spells which can be known. New spells can be gained from captured or otherwise acquired spell books or from scrolls of magic spells. In the latter event the scroll is destroyed in learning and knowing the new spell or spells.

Actually following all the AD&D procedures results in nicely differentiated magic-users that can acquire new spells from adventuring, but the overhead is rather high and the various rules are scattered all over at least the Players Handbook. The AD&D approach also warmly embraces and rewards high-maintenance spreadsheet-assisted play, which is not what I am looking for.

Below is an approach I have been working on, encoded in two rules: Attune and Scribe. The rules are written in cryptic Hexagram style, but for D&D application, replace Magic rating with class level or your favorite determinant of spell capacity. The transaction cost of swapping spells between equipment slots and spell slots is represented by magic ink, the cost of which needs to be squared with the other relevant economies of gameplay.

(For anyone that does not catch the allusion, this approach is inspired by Dark Souls.)


Attune. To attune a Spell, consume a Spell Scroll and add the Spell from the Scroll to the list of Attuned Spells. Attune no more Spells than the Magic rating. For example, an Adventurer with Magic rated 3 may attune no more than three spells.

Scribe. To scribe a Spell Scroll, consume magic ink, add a Scroll of an Attuned Spell to the Gear list, and optionally remove the Spell from the list of Attuned Spells. Like all items, each Spell Scroll occupies one Gear slot.

 

Alexandreum

Mysidia from some Final Fantasy game

Mysidia from Final Fantasy IV

The greatest known college of magicians was founded thousands of years ago by the long-dead conqueror Alexander as a gift to his magician lover Hephaestion. Alexander’s dynasty collapsed after several generations, but the school thrived, accumulating all the sorcerous knowledge that mortals could structure, systemize, and preserve in magical taxonomies.

However, attendance in latter days has dwindled as fewer applicants could pass the stringent entrance exams, developed by some long dead master and now operating autonomously. Currently, most of the school is no longer occupied by mortals, with only several smalls wards housing the Magicians and their few pupils. The rest of the academy is sprawling halls filled with ignored and forgotten spells. Lacking proper oversight and maintenance, the spells, often lonely, now rule the far parts of the Alexandreum as dwimmers.

Legend has it that any spell ever harnessed by mortal minds (and some that have imagined themselves into existence) can be found somewhere in the Alexandreum. Many, however, have become uncooperative in their isolation. Though it is against the rules to enter the cordoned-off parts of the Alexandreum, in practice it is not hard to sneak in, and adventurers have been known to venture within seeking spells and other treasure.

So strong has the power of mortal authority over reality become within the grounds of the school that not only can divinities and their supernatural agents not affect the school, it does not even exist for them. Though covenanted adventurers may use boons within, deities are remote and unreachable. Spirit Points only replenish during Haven Turns spent in the mundane outskirts of the Alexandreum, a small area of coach houses intended for travelers and visiting merchants.

The appearance of the Alexandreum can be a surprise to new visitors, who often expect soaring and fantastic architecture in keeping with the wonder of a school for magicians. The outer district is highly traditional, with separate spired towers for each robed master and squat dormitories for apprentices. The grounds between are landscaped and crisscrossed with paths tracing out arcane geometries interspersed with gentle streams crossed by low bridges. Closer to the heart of the school the towers give way to low, ominous archive piles along with archaic groups of standing stones, often in abstract and disquieting patterns. Below lie the twisting tunnels and mineral-shielded experimentation chambers of the abandoned wards.

Magicians can consult the archive catalog, still maintained in the outer district, for directions to particular spells, though addresses so obtained can sometimes be difficult to interpret. However, sometimes it takes the master archivist several haven turns to locate the relevant information (which is convenient, given that the referee may need to map and stock that particular dungeon area).

Dispell as counter-spell

To counter a spell, expend one prepared spell and follow the formula presented for dispell magic:

Dispell Magic: Unless countered, this spell will be effective in dispelling enchantments of most kinds (referee’s option), except those on magical items and the like. This is modified by the following formula. The success of a Dispell Magic spell is a ratio of the dispeller over the original spell caster, so if a 5th level Magic-User attempts to dispell the spell of a 10th level Magic-User there is a 50% chance of success. Duration: 1 turn. Range: 12″.

Source: Men & Magic, page 25.

That is, any prepared spell can be “converted” into an antagonistic dispell magic. One could without issue probably extend that to full dispell magic functionality (thereby doing away with the need to find, learn, or prepare dispell magic as a distinct spell), given that removing enchantments is a relatively core aspect of wizarding, though I could understand wanting to keep the full dispell magic a separate thing.

Note that OD&D does this differently than AD&D, which works like the BRP resistance table (50% success modified by level differential). To make the difference clear, in OD&D a 9th level magic-user has a 90% chance of successfully dispelling an 10th level magic-user’s enchantment (9/10), while in AD&D the chance would be only 45% (50% -5% for having one less level).

Alternatively, compare spell levels rather than class levels using the OD&D formula. So, expending a second level spell in an attempt to counter a third level spell would have a 2/3 (66%) chance of success. This method might be preferred if you see the countering process as an opposition of specific spell energies rather than a contest between the overall skill of the two magic-users.

The burn spells paradigm is becoming increasingly attractive to me. There is some danger of complexity creep, so the possibilities should be limited to a small number of effects. That said, having several default options frees up magic-users to prepare more obscure or interesting spells, which otherwise might not get as much use, much as 3E clerics were able to convert any spells into cures. Further, requiring the expenditure of prepared spells to power such effects retains some degree of resource constraint, unlike make other unlimited or at-will approaches, and doesn’t require tracking any additional information, since spell slots are already managed.

The options so far that I have thought about are maleficence, magical defense, and now dispell magic. I could see adding read magic to that list perhaps, though I am also experimenting with replacing read magic with a “skill” type d6 roll that comes at the cost of an exploration turn.

(This idea came to me when I repurposed dispell magic for banishing summoned creatures.)