Tag Archives: magic-user

Wizard Robes

The Beguiling of Merlin (source)

The act of spell casting opens up magic-users to dark forces and draws the attention of wicked spirits. In order to defend against such dangers, many magic-users wear garments imprinted with powerful and esoteric pictograms. Such wards help protect a magic-user against psychic pollution or opportunistic attack.

To function correctly, the wards must be imposed spiritually between the magic-user’s soul and the magical threat. There are some extremely powerful magical periapts that can accomplish this task without the symbolism of clothing, but they are very rare. More common are robes which stand directly between the flesh of the sorcerer and the external threat, particularly flowing clothing such as robes, which provide more space for esoteric symbols.

Just like physical armor, robes provide a defense rating, from 1 to 6. This rating functions as a bonus to the save versus magic and does not provide any bonus to physical armor class. Warded robes also function, by referee determination, as AC against certain special creatures (such as those that are ethereal). In Hexagram, the magic defense trait bonus does not stack with the bonus from warded robes, though the magic defense trait may be used to protect a companion (see the path of wonder trait descriptions).

The symbolism of clothing requires that the robes bridge the space between flesh and threat, so conventional armor may not be worn at the same time. However, most magic-users fear arcane assault more than physical assault (which may be guarded against by certain abjuration spells and loyal warders). Thus, many magic-users opt to wear robes rather than traditional armor (though they may forego wards and wear armor if desired). There are legends of warded mage armor, particularly among the faeries, but such treasures rarely come without strings attached.

The base cost of warded robes is as follows, by robe level. This includes the cost of materials and the labor of skilled tailors. Robes take one week per level to create.

  1. 10 gp
  2. 100 gp
  3. 500 gp
  4. 1000 gp
  5. 5000 gp
  6. 10000 gp

In addition to the saving throw bonus, warded robes may have up to N special wards (where N is equal to the level of the robes) which can provide special protection. The nature, cost, and availability of these additional wards are up to the referee, but often require special materials or far away knowledge.

Robes must be attuned to a particular magic-user. The cost of attuning a set of robes to a new owner is half the original cost. Additionally, the magic-user must cast a spell of level N as part of the attuning procedure. Warded robes that have not been attuned function at half-level (rounded down) until the garments are reworked to fit the soul of the new wearer. Some magic-users may also work curses into their garments (these would fall under the category of special wards) as insurance against theft.

In addition to psychic defense, warded robes also have social value. They advertise to strangers that the character is a magic-user. Such open magic-users are assumed to follow the laws of the ancient academy and to reject black magic such as diabolism and necromancy. One of the responsibilities of magic-users following the ancient rules is to hunt down and punish sorcerous rebels. Many magic-users are quite zealous in this task, in order to protect their fragile reputation. Within the society of magic-users, the complexity of robe symbolism also functions as a crude method of assessing another magic-user’s skill and power.

It is assumed that there are only three kinds of magic-users that do not wear robes openly. Those that are too poor or inexperienced to craft proper garments. Those that wish to conceal their nature (this is considered evil and is a crime in many places). And those, like the arch-mages of myth, that are powerful enough to need no external protection.

Sorcerer Patrol

Being a sample Hexagram campaign (consisting of rewards and backgrounds).

Talisman of Saturn

There are three types of people in the world: naturals, trained magic-users, and everyone else (the bulk of humanity). Most people just don’t have the talent, instruction, or mental fortitude to dip their hands into chaos, the raw substance of creation and potentiality, and make their will manifest. A small portion, however, with study into ancient mysteries, can learn to work magic. An even smaller portion shape reality whether they want to or not. These are the naturals. They can be some of the most potent wonder workers, if they don’t go mad or destroy themselves and those nearby.

In their worst form, naturals are raw chaotic wounds on the flesh of civilization. They are dangerous, and need to either be trained or destroyed. That’s where the player characters come in, as agents seeking out these wild wonder workers. The catch? Most of the time, those best equipped to destroy or train sorcerers are themselves magic workers. However, after the great disaster, sorcery is forbidden and great college disbanded. However, small cells of the academy continue to operate behind the scenes. Think wizardly X-Men.

Short digression on mechanics for experience. I’m playing around with another variant experience system, which I will use in this post. Rather than 1000 XP required per level, 6 XP are needed. This scale is influenced by more recent games like Vampire and Apocalypse World, and “6 XP per level” obviously fits Hexagram stylistically, and allows me to present XP similarly to any trait.

However, stylish elegance is not enough; the system needs to work structurally as well. The major thing that I like about the more granular D&D method (with thousands of XP required per level) is that XP can be awarded impartially (by treasure value or monster hit dice) and small XP rewards can still provide a sense of progress even if major objectives are not accomplished. So, is that possible with a more compressed XP scale? I think it probably is, assuming that rewards remain objective and are awarded communally (XP acquired per session is totalled and then divided among surviving PCs).

It should be easy enough to translate back to the 1000 XP per level system that was outlined previously. Multiplying all rewards by 100 would work, though it would result it slightly slower progression. The previous treasure hunter reward paradigm can also be done using this system: spend 166 (round up to 200) GP to gain 1 experience point.

Let’s look again at this particular campaign idea to see how rewards might function.

SORCERER PATROL REWARDS

  • Neutralize a wicked sorcerer: 5 XP per sorcerer level
  • Recruit a sorcerer: 10 XP per sorcerer level
  • Recover of an item of power: 1 XP per item level
  • Destroy dangerous item causing chaos pollution: 1 XP per item level
  • Discover the seclusium of renegade sorcerer: 1 XP per sorcerer level
  • Destroy a beast of chaos: 1 XP per hit die
This list of rewards is rough, incomplete, and probably needs some numerical adjustment; I just want to get the basic ideas down. More suggestions for reward-worthy “sorcerer patrol” tasks are welcome.

(Item levels range from, you guessed it, 1 to 6, and will be covered in a future post.)

SORCERER PATROL BACKGROUNDS
  1. A natural, you were trained by an academy cell and feel indebted.
  2. You began as a “special skills” operator for an academy cell. You slowly pieced together the nature of your employer and were forced to make a choice: be disappeared, or join fully. Do you welcome this new role, or rue the day you came across the wizard hunters?
  3. Though not a powerful sorcerer yourself (you may know a spell or two), you are fascinated beyond measure by all things arcane. What led to this obsession?
  4. An ex-soldier, you began as a mercenary employed by a cell and worked your way up to full membership. Why are you interested in this line of work as opposed to other mercenary jobs?
  5. Someone you care about needs an infusion of sorcerer blood to remain stable or healthy. Are they sick in some way, or perhaps a natural themselves?
  6. You craft items of power from the bones of sorcerers. How did you develop this skill?
  7. Just being around sorcerers is a high for you, never mind when they actually cast spells. You crave that experience over all others.
  8. Wizard suprematist. For now you work within the contraints of the academy, but one day you will write your own laws. What experience in your past shaped your confidence that the wielders of magic are destined for mastery?
  9. Sorcerophage. That’s right, you eat sorcerers; you like finding the wicked ones best, because few object to killing them. Why? Is it a religious thing? Do you get power from it? Do your superiors know?
  10. You believe that naturals corrupt the flow of magic power for everyone else and are a danger to trained wizards. They must be controlled or destroyed for the safety of all practitioners and mundanes. What formative experience cemented this point of view?

Shaping Raw Chaos

Image derived from Wikipedia

Reality is a war between the ordering force of civilization and the pure chaos of the wild maelstrom. The farther from outposts of order, the more raw untamed power seethes just beneath the surface. Those that tap this dangerous and sanity bending power are sorcerers, and woe follows in their path.

To work their magic, sorcerers must have chaos to shape. The more chaotic the location, the more power is available. The most dangerous areas, such as deep in the underworld or perilous wilderness are the most chaotic. A wonder worker’s mortal mind cannot perceive chaos directly. It cannot be seen, tasted, or felt. Thus, the character can only speak of chaos in metaphors: trickles, flows, torrents, leaks. But this is not chaos. The way that can be named is not the way. The referee will keep track of quantitative details.

Shaping chaos is dangerous. Sorcerers can’t control exactly how much power they draw. Once tapped, the power must be used quickly lest it consume the sorcerer. Any worker of wonders that ends a turn holding chaos must make a saving throw versus magic. Upon the first and second such failure, they manifest a chaos leak, and the chaos decreases. If there is a third failure, they are consumed by the chaos. Unused chaos may by burned off assuming the sorcerer is not in a stressful situation.

Chaos may be contested. As an action, one sorcerer may attempt to steal chaos from another. The target makes a saving throw versus magic. Upon failure, the target takes one point of damage and loses a trickle of chaos. The aggressor gains that same amount.

As an action, wonder workers may attempt to siphon off power directly from chaotic creatures. The target must make a saving throw versus magic, and upon failure the creature takes 1 point of damage and the sorcerer gains access to some chaos. The referee will track how much, and this may vary by creature. The chaotic entity so targeted is now linked to the sorcerer, and is usually enraged by the theft. This link may manifest in a variety of ways, and can often be quite dangerous to the wonder worker (thus, many sorcerers attempt to destroy the sources of chaos that they feed upon in this way).

Sentient life energy, taken without consent, may be used in lieu of chaos. A sorcerer may target any intelligent creature within the range of a dagger throw; the target then makes a saving throw versus magic. Upon failure, the target takes 1d6 points of nonlethal damage, and the magic-user gains access to a trickle of chaos. In either case, the sign of sorcery will be upon the victim and the two will be connected. There may be other more violent and permanent methods to harness the power of sacrifice.

General considerations. Sorcerers may draw and cast in the same action. For all chaos manipulations (contesting, etc) the sorcerer must be within dagger throw range. An area has Nd6 points of ambient chaos available, where N is the dungeon level or distance in wilderness hexes from civilization. As alluded to above, those points will never be directly communicated to the player. Instead, the referee should use the following language:

  • Trickle: 1d6 points
  • Flow: 2d6 points
  • Torrent: 3d6+ points

A sorcerer may attempt to draw up to 1d6 points per round. They may cast immediately, or hold the power and attempt to build up more (save against chaos leak as specified above). A spell requires 1 point of chaos per spell level (thus, a traditional fireball would require 3 points of chaos). Spells cast with insufficient chaos fail and require a save versus magic to avoid a mishap (see bottom of that post for one possible table). Casting rules could be reliable or require a casting check. All such effect tables (leaks, mishaps, overloads) should regularly be refreshed. Consider replacing used entries between sessions to keep things interesting.

An “area” should be approximately defined beforehand by the referee, but follows no strict rules. A small cluster of rooms or a subzone could be appropriate area sizes. Think about how many rooms your players can explore in a single session and go from there. Certain areas of power may break any and all of these rules.

Mechanical transparency or mechanical opacity? In the transparent model, the referee tells the player, you harness a flow of chaos, 7 points, and then the player is responsible for tracking those points and can make decisions based on that quantitative knowledge. In the opaque model, the referee tells the player something like: you can sieze only a trickle of chaos. Does this mean 1 point or 3? The player doesn’t know. The referee needs to track the numbers, which might be a hassle, but all else being equal the danger and mystery of magic will be reinforced by uncertainty. The above model as outlined assumes the opaque model, but I expect that it would work in both modes.

This is necessarily a rough draft. It has seen no play testing. I’m certain that some of the numbers, probably the offensive drain abilities, will need to be adjusted, and that the writing could be clarified. Also, I think side effects from extra ritual considerations would add to the system, along with some other consequences for deriving chaos from sentient suffering within civilization. Some corruption tables might fit. The ranges might need modification as well, but how much more interesting is it to suck unstable chaos from an enemy (that might blow up in your face) rather than tossing yet another magic missile? (And you wonder why sorcerers build their towers far away from the prying eyes of villagers and other busybodies.)

Chaos Overload

Image derived from Wikipedia

Being a collection of messy sorcerer deaths. Use for particularly dire magical mishaps or upon magic-user death for interesting variation. Consider crossing off entries when used and replacing with new options (unless you think it would be interesting for another magic-user to dissolve into green slime or whatever).

  1. Acidic blood dissolves body
  2. Head explodes, gore sprayed 10′ radius
  3. Body falls apart at the joints, no bleeding
  4. Flesh dissolves into green slime
  5. Drawn and quartered by invisible forces
  6. Blood turns to deadly poison (1 dose/level)
  7. Bones vanish, body collapses like rag doll
  8. Body becomes portal to random dimension
  9. Spine/ribs gain malevolent sentience and tear themselves out (1 HD)
  10. Pillar of incandescent fire, all within 10′ save or take 1d6 heat damage
  11. Irreversibly transformed into brittle glass; shatters at slightest touch
  12. Internal organs swell 10 times in volume and burst from body
  13. Metamorphosis into a dead tree-like thing, filled by foot-long worms
  14. Spirit driven insane and forced from body; treat as hostile wraith
  15. Pulled down to hell by clawed arms; portal remains for 10 minutes
  16. Aging process accelerates such that an entire lifetime passes in seconds
  17. Transforms into ash from outside in and crumbles or blows away
  18. Body absorbed into shadow; attaches to companion as double-shadow
  19. Implodes to chaos opal: detonates when thrown (3d6 damage, 10′ radius)
  20. Confused hostile goblin emerges from caster, old body shed like skin

Chaos Leaks

Image derived from Wikipedia

Being a collection of side effects indicating that a magic-user is beginning to lose control of harnessed power. All chaos leaks last for 1 turn (10 minutes) and then slowly fade away.

  1. Loud discordant music fills the air
  2. Eyes glow like orange lanterns
  3. All nearby shadows begin to dance
  4. Steam rises from eyes turned white
  5. Whirlwinds from nowhere envelop the caster
  6. Gravity ceases to function within 10′
  7. Bloody tears pour from eyes in a torrent
  8. Heartbeat echoes audibly like a war drum
  9. Phosphorescent insectoid creatures seem to crawl just beneath skin
  10. Movement leaves a color trail which dissipates slowly
  11. Breathes out clouds of iridescent butterflies
  12. Loud but whispered mutterings attend every motion
  13. Strange astrolabe-like orbital halos accompanied by 360 degree vision
  14. Electricity plays between floor and ceiling around caster
  15. Every step causes tremors and shaking nearby
  16. Effects of gravity on all weapons within 10′ reverses
  17. Body (but not possessions or clothing) becomes invisible
  18. High pitched squeal from ruptured reality shatters all fragile objects
  19. Footprints grow multihued flowers and glittery plants (even in stone)
  20. Skin becomes glassy and translucent, rainbow blood pulsing beneath

Arcane stress

Chainmail Spell Complexity from here

A while back, Jeff wrote a post about Chainmail-style roll-to-cast magic. This came to my attention again recently because Jeremy was discussing using a similar system to replace spell preparation. And then I saw this by Brock about replacing cleric spells with general “miracles” and a saving throw mechanic. The details of that system are not important for my purposes here, save one: every miracle granted imposes a -1 cumulative penalty on future attempts.

What if we combined Chainmail casting with a cumulative penalty? A point of “arcane stress” would accrue to the magic-user upon any result of delay or worse. At no point is a magic-user ever prevented from attempting to cast, but the more they cast, the less reliable magic becomes, and the more likely a mishap or backfire will be triggered. This could entirely replace prepared spells, yet maintain a cost to casting.

Like my save to retain spells variation, it makes lower level spells closer to at-will magic as magic-user level rises without actually removing resource management (the resource cost comes in the form of potentially making future spell casting more difficult). Arcane stress goes away between sessions or adventures (basically, any time that a character would traditionally be able to prepare spells). It has most of the benefits of a spell point system but far superior atmosphere (in my opinion, at least).

Church Sorcerers

Cleric magic and wizard magic are often considered to be inherently different, with cleric magic flowing from gods and wizard magic flowing from something else. Third Edition formalized this by creating the categories “divine” and “arcane” for spells. Fourth Edition added the concept of power sources explicitly, including several other categories like “primal” for druids and “psionic” for mind powers. The differentiation was present before in the “spheres” of Second Edition and spell lists of First Edition too, but the metaphysics was ambiguous. The OD&D text hints in several ways that maybe the two kinds of magic are not actually so different.

What if there was no difference between cleric and wizard magic, and clerics were just church-sanctioned sorcerers? There would be no question about whether church-wizards were conversing directly with gods or causing miracles. In a way, it would be like governments controlling access to weapons, with the added wrinkle of “purity” systems that come with religion. The restricted spell list would make sense, because those would be the spells known and taught by church authorities. Perhaps they are only taught by certain sects, and are subject to schisms within the church proper. Such conflict could be grist for an entire campaign. Clerics less oriented to the holy warrior archetype could use the magic-user class mechanically, but with the cleric spell list.

This probably demands some sort of colors of magic system as well, to prevent the blandness of a magic-user without principles just accumulating and casting all the spells. A while back I wrote this thing about magical affinity, which is one way of doing it if you want to penalize stepping outside the archetype without totally forbidding it. Alternatively, you could also just handwave the restriction and assume that black wizards can’t cast white magic and vice versa (or maybe white wizards can be tempted to the dark side, but the transition is irreversible or very difficult to reverse).

Rock, paper, scissors

Image from Wikipedia

Image from Wikipedia

Read magic, as a spell, is often looked down upon. The primary criticism is that it seems like something that a magic-user should be able to do inherently. I don’t want to get into arguments about what a magic-user “should” be able to do, but I do want to talk a bit about why read magic is interesting to have as a spell that must be chosen and what this says about the design of the game.

First, what does read magic do? Here is the text (Men & Magic, page 23):

The means by which the incantations on an item or scroll are read. Without such a spell or similar device magic is unintelligible to even a Magic-User. The spell is of short duration (one or two readings being the usual limit).

So, read magic is the “key” that fits the “lock” of scrolls (most commonly) and even perhaps other magic items. I take that mention of “an item” to be a great suggestion to put instruction runes on all kinds of magic items (and even architectural features). As Talysman writes in his spell series post on read magic:

The Read Magic spell appears to have originally been a “gatekeeper”, blocking immediate access to something; in this case, magic scrolls or activation inscriptions on magic items. You can decipher magical inscriptions later, at great expense over several weeks, or you can cast Read Magic now — but that means devoting a spell slot you might prefer to use for something like Sleep. The intention, then, was that scrolls found in the dungeon would normally not be usable until much later, with Read Magic allowing you to bypass that rule.

That’s what makes read magic as a spell interesting. If you don’t have information about the dangers and obstacles that you will be facing, then picking your spells is much like rock, paper, scissors. Once you have done some reconnaissance of your target, you are then operating with more information, and can react appropriately, but that comes at the cost of time and perhaps alerting the denizens of the dungeon to your presence (an aside: this is also why the “15 minute adventuring day” is a feature, not a bug).

This is also an argument against including spells like magic missile, especially on the low-level spell lists. It’s not a strong argument, as the obvious rejoinder is that not all obstacles can be solved by combat (for example, read languages might be more useful if you need to figure out how to activate an ancient machine). But magic missile does lack some of the interesting trade-off inherent in a spell like sleep, which is incredibly powerful against enemies like orcs or low-level humans, but useless against undead. Magic missile is also less interesting because missiles are how fighters solve problems. Even fireball and lightning bolt don’t really have that issue within the structure of the game, as they attack enemies in novel ways (by area of effect and line of effect, respectively). [Edit: see also Talysman’s post on magic missile in response.]A number of other spells plug into other aspects of the game in ways that may not be immediately obvious. For example, read languages is not just about translation; it is the “key” that fits the “lock” of treasure maps (Men & Magic, page 23):

The means by which directions and the like are read, particularly on treasure maps.

Another example: charm person is not just about getting your way with some NPCs, it is also a way to obtain a retainer while bypassing the negotiation step and the reaction roll social mechanics. From Men & Magic, page 12:

Monsters can be lured into service if they are of the same basic alignment as the player-character, or they can be Charmed and thus ordered to serve. Note, however, that the term “monster” includes men found in the dungeons, so in this way some high-level characters can be brought into a character’s service, charisma allowing or through a Charm spell.

Thus, charm person is more properly understood (in terms of its place in the game) as a more reliable replacement for a high charisma. Almost every single magic-user spell in the 3 LBBs has this quality of being scissors to some situational paper.

This principle almost immediately starts to break down with later versions of the game, however. For example, Supplement I: Greyhawk includes the first level spell ventriloquism. Now, it’s true that use of ventriloquism could lead to some creative problem solving, but it is not clear to me how it fits into the structure of the game in the way that most of the original spells do, and thus also unclear why a magic-user might want to make the trade-off of preparing ventriloquism rather than some other spell.

Just like the equipment list, the spell list is potentially a valuable source of information regarding the types of problems that will be present and thus what the game is about.

Hexagram Path of Sorcery Draft

Image from Wikipedia
The spells trait is the support for Vancian magic. Note that the total number of spell slots is much limited compared to the traditional game, but spells are also retained with a successful save, making spells closer to at-will as the sorcerer gains levels. However, 1s cause spell fumbles (this also explains why cities aren’t lit with continual light spells).
Existing spell lists may be used if desired (for familiarity and quick start), but guidelines for creating unique spells will be built into the process of scenario creation, which happens as the game unfolds, and does not need to be determined beforehand (this also makes the spell list potentially unique to every campaign). As for all traits, max T is 6. The word “rank” is used to measure spells, but that is just so I’m not using the word level to refer to two different things in the same paragraph.

A number of these traits build on ideas I have had before, such as Vancian magic variants and counter-spells.
Banishment is the implementation of turn undead. Thus, characters like clerics and paladins are prototypes that mix the path of steel and the path of sorcery, which is as it should be.
The magical devices and magic research traits still need work. Magic item manufacture is probably part of that, and is related to the setting guidelines for magic items, which are not yet finished.

Magical affinity was developed for an earlier version of Hexagram, and will likely also be featured in some form.


The Path of Sorcery

  1. Spells. T spell slots for prepared spells.
  2. Aegis. +T floating bonus to magic saves and counter-spells.
  3. Magical devices. Use or create enchanted items.
  4. Scrolls. The creation and use of inscribed spells.
  5. Alchemy. Prepare magical concoctions usable by anyone.
  6. Magical research. Create new spells.
  7. Banishment. Turn away undead or force demons back to their home.
  8. Thrall-binding. Summon or create sorcerous minions.
  9. Supplication. Call on favors from demons, spirits, and other powers.

Image from Wikipedia

Spells. T is the number of spells slots which can be used for prepared spells. 1 spell rank requires one slot. The maximum spell rank (called spell capability) which may be prepared is character level divided by 2, rounded up. So, for example, a third level character with spells 3 could prepare one second rank spell and one first rank spell. That same character could not prepare a third rank spell, however, as that would require spell capability 3 (and thus character level 5 or higher). When a spell is cast, the character makes a saving throw versus magic. If the saving throw succeeds, the spell works and is also retained for later use. If the saving throw is a 1, the spell fails and a magical mishap occurs (see magical mishaps section). If the saving throw fails but isnot a 1, the spell works but is wiped from the sorcerers consciousness and may not be cast again until it is re-prepared. Similar spells vary based on their source and have incidental effects in addition to primary effects (such as a blast of cold air or a crackling of static electricity). These effects act as a kind of signature. When learning a spell from an specific external source, the incidental effect is also preserved. For example, if a character learns the spell Flashy Blockade, discovered by Manikelme, players should write Manikelme’s Flashy Blockade on their character sheet along with the incidental effect (which in this case might be a cloudy roiling of smoke around the sorcerer’s feet). There may be other Flashy Blockades with different incidental effects. More importantly however, sorcerers who have learned a particular version of a spell gain advantages in resisting the spell (+2 saves, -1 damage per die, +2 at counter-spell attempts). Thus, sorcerers are hesitant to share their knowledge, because it makes them more vulnerable to potential enemies. Though the number of prepared spells is limited by mortal consciousness, sorcerers may prepare further spells for use by encoding them on properly prepared material receptacles (see the scrolls trait). New spells may be located during play in books or on scrolls, fetched by demons (see the supplication trait), or invented (in which case the spell will bear the character’s name and have a unique incidental effect; see the magical research trait).

Aegis. Magical attacks can’t be dodged like blades, but they can be resisted or countered with practice. +T floating bonus to saving throws versus hostile external magical effects. This bonus may be applied to companions nearby in lieu of the self. Multiple sources of magical aegis do not stack. In addition, aegis allows sorcerers to attempt counter-spells, which may be used once per turn in response to enemy spell casters. The character makes a save versus spells (modified by the difference in spell capability between the two casters). Unused aegis points may also be used to help with this save. Upon success, the spell is temporarily countered (that is, the effect is cancelled, but the spell is retained by the enemy spell caster). If the countering sorcerer is willing to expend prepared spells, the spell may be permanently countered (that is, the enemy may not use it again without re-preparation); an equal number of spell slots worth of prepared spells must be expended for a permanent counter. On a natural 20, the spell may be torn from the enemy’s consciousness and hurled back at its caster. On a natural 1, a magical mishap occurs in addition to any other negative effects from the original spell.

Flying Carpet from Dark Classics

Magical devices. Many magical devices require esoteric knowledge to operate. Save versus magic +T to activate or understand a device. Some items may cause disastrous effects upon save fail or fumble, or may curse users without training who attempt to use them. Sometimes, a check is only needed once, after which a device may be used any number of times, and sometimes a check is needed for every use (this depends on the item in question). Some items require a certain level of arcane master to even attempt to make sense of, and these devices will specify a minimum magical devices score. Magical devices does not only apply to portable things like wands, but also potentially to large immovable things.

Faust image from Dark Classics

Scrolls. Spells may be partially cast and then bound to a material receptacle, needing only a final command to activate. This is much like preparing a spell, but requires valuable components to be expended in the process of preparation. Costs are 100 GP and one day per spell level. Note that the form of “scrolls” need not be paper (though that is common); scrolls may be made of any material. Choose a description for scrolls that you create taking this trait. Add the read magic first level spell to your spell book when you first take this trait. If you do not have the spells trait, you may still cast read magic between sessions with proper ritual preparation (one day required per scroll).

Alchemy allows sorcerers to prepare potions, which are like scrolls, but limited to personal effects. Any such spell known (of level T or less) may be brewed as a potion. Additionally, specific potion-only formulae may be discovered in play. Potions can be imbibed by any character for effect. Potions are not as reliable as scrolls, however, and have a chance of expiring before use. A potion brewed just prior to an adventure will not have a chance of failure, but any other potion will have no effect on a d20 roll of 1. Costs are 100 GP and one day per spell level. Potions usually consist of approximately 8 oz of liquid, and must be fully consumed for effect. Any effect takes 1 turn (10 minutes) to manifest and is thus most useful while exploring (as potions are too slow to take effect if consumed during combat).

Magical research. Create spells up to rank T. [Still working on this one, but I’m pretty sure it will be a trait separate from spells.]

Banishment. Turn away undead or demonic creatures. Max HD creature affected = T + 2. Total HD affected = Td6. May only be attempted once per target. If the max HD affected is 5 greater than the actual target, the creature is destroyed or banished.

Thrall-binding. Many sorcerers rely on minions to do their bidding, called thralls. This trait controls the number of such creatures that can be controlled at one time. Choose a thrall type. Possibilities include necromancy, golem-crafting, minor diabolism, or something of your own devising. The type may give minor benefits and weaknesses (example: undead are immune to mind effects but vulnerable to holy water and turning). Max total hit dice = T, divided as desired. For example, if T = 6, three 2 HD thralls may be controlled. AC for all thralls is +T (e.g., six 1 HD thralls will all have +6 AC). Attack bonus is also +T, but must be distributed between thralls (e.g., six 1 HD thralls might each have +1 to attack). Additional special abilities (such as flying) count as one HD (so a 5 HD poisonous minion would count as a 6 HD minion). Creation or ritual costs (in GP) are 1 HD: 100, 2 HD: 200, 3 HD: 400, 4 HD: 800, 5 HD: 1600, 6 HD: 3200. Sorcerers must find formulae diegetically (or perform magical research) to learn how to summon/create and bind a given type of thrall. Any number of thralls may be created or summoned (as long as the costs are paid), but thralls in excess of T will be free-willed, and almost certainly hostile and malevolent. Sorcerers must spend an action to give their thralls commands during combat, but thralls will continue any actions to the best of their ability without direct guidance. Sorcerers may take control of monsters that fit their thrall type with a successful saving throw versus magic. Note that perhaps more than any other type of sorcery, thrall-binding is considered chaotic and must be concealed when in civilized areas. (Thanks to Paul from Dungeonskull Mountain for the term thrall-binding.)

Vision de Saint Jean a Patmos from Dark Classics

Supplication. Some sorcerers bargain directly with powerful entities from other dimensions. These may be demons, genies, saints, ghosts of past heroes, or beings totally beyond human comprehension. The kind of entity dealt with should be declared when the trait is taken (and may affect the type of information the entities have access to). Supplication requires performing complex rituals, of which there are several kinds. The cost to perform one lesser ritual is generally T x 100 GP (and T days worth of preparation and performance). Treasure rituals result in the equivalent of a treasure map of level T (see treasure section). Divination rituals may be used to pose questions, the complexity of which is dependent upon the ritual level (and must be adjudicated by the referee; the 2d6 reaction roll is recommended). Spell rituals can be used to acquire a spell of level T. Lesser rituals may be attempted at half cost, but then require a save versus magic for protection from the (usually hostile) entity, as well as a reaction roll for the degree of service ultimately rendered (the charisma modifier applies). Entities dealt with using supplication rituals may be summoned fully for direct intervention in the sunlit realms, but such is extremely dangerous, and is usually the last resort of the hopeless or insane. Thus, supplication is more commonly used for divination purposes. Such greater rituals require T x 1000 GP and T weeks of preparation and performance. When the entity arrives a saving throw versus magic is required for protection for the sorcerer (companions are not protected, and other means must be used if such protection is desired). Services rendered may be determined by a 2d6 reaction roll, and additional means to garner favor (such as sacrifices) may be attempted, but nothing is guaranteed when dealing with greater rituals. Such entities, when summoned, may choose to stay or return as they see fit (many demons would like nothing better than to trick mortals into opening such doors). Characters that begin with the supplication trait may start with T x 100 GP worth of ritual components (which may not be redeemed directly for money).

Dying Earth Spells for D&D

Image from Wikipedia

TLDR: download spell PDF here: Dying Earth Spells for D&D.


John left a comment on my recent post about magic-users drawing my attention to a document he put together: Dying Earth Spells for D&D (original Scribd link). This is perhaps the best collection of spells I have seen. Here are some of the spells: The Howling Rune, The Manifold Effigies of BeingThe Spell of Celeritous Relocalisation. There were enough entries that I assumed the document was just a list of spell names.

This free document contains 30 fantastically named spells per level (up to 6th, which God intended to be the highest level of magic-user spells). That is 180 spells, and every single one has a brief description.

Here’s one example:

Evard’s Frictionless Field
R: 1″D: 3 rounds + 1/levelAoE: 1″ squareSave: Special
Save vs. spell or slip and fall. If cast on item then save or drop immediately.

Even better, it is organized by level, not alphabet.

Thank you John for creating such a fantastic resource.