So one IP issue some are discussing as essential to the old-game-sphere is the names of spells. So in distancing yourself from official D&D is name schemes. Apparently, some are generic and OK and some in computer games also. Others might be too specific. Like those Greyhawk wizard spells are an issue. Apparently, even ones ripped from Jack Vance might be an issue. After the monster basic statblock AC HD Mov Att spell name are one of most recognisable features of these clones. Changing lots can be fun and flavoursome but makes life harder to use for higher levels when lists of npc spellcasters quickly gets more vital. So uniformity among the various games has its uses. How important are trad spell names for your old-school games?
So plenty of clone games have stripped wizard names in part and changed some spells. I did see a game where DM renamed all spells into long-winded Sumerian-sounding names that were cool and added campaign flavour. There are good reasons to have uniformity and conventions and to try new things.
As I'm just finishing my campaign spell lists now the timing of this talk was interesting. I had one player argue my games would work with no dedicated spell-casting classes but use my oath system to maybe get some spells. Interesting idea for a campaign or region.
My ideal revision would be all my spells a-z with then spell list variations of subclasses could be made so various elves or cleric gods would have different lists. Id probably have lots more specific elemental and death spells.
Some spells could have simpler names. I prefer spells with a brief explanation or use effects and conditions shared with other monster abilities described together. Also not having new strangulation rules in about 8 monsters because the game rules were obscure. Later editions described affects like poisoned and diseased quite well.
High level spells do tend to be more complex and I'm happy for my high level characters to affect the setting with powerful spells. An archdruid can change terrain and seal off valleys and plant forests. I disliked lots of Ed Greenwoods spells in Dragon that had a page of various weird specific uses and long winded effects. They were interesting perhaps as a weird treasure more than as campaign norms which i guess they were. Forgotten realms books in 2nd ed introduced various spells and then said they required some local alternate school or magical language and were inaccessible. Which is a shame. Priests getting spells from a specific cult seems ok to me and I like RuneQuest cults had subcults you could join often for one rare skill and added to your magical options while accessing the same shrines and temples. The idea of wizards for me is they are greedy for new spells and lore and so keen to discover more of the known spells. There are rare and unique and lost spells and wizards in my game can make new spells. It seems cool to be a priest and change out those spells but its taken for granted you have them. Most of my other spell casters have much less choices. One player made items to expand a limited spell list and never abused it and it cost money and time and I was fine with it.
I like sorcerers with point spells as a contrast to wizards. My sorcerers don't study they get smashed, have slightly more HP and fighting choices slightly fewer other skills and languages and slightly more spell juice but less spell variability. They are my recommendations for new people because they are lazier. I also allow lots of spell caster types to swap spell lists and I've no problem with having a sorcerer vase with druid or psionics or divine spells instead but they would probably be weaker than the spell lists native classes and would limit them at high levels. It does build lots of NPCs well though rather than players. Wizards of course hate lazy talented sorcerors who make stuff look easy and are in it for the kink and cults or don't even care..
I guess wizard spells going higher to 8 and 9 level vs druid and cleric spells which is a big difference. I assume wizard spells are messing with the code and structure of the universe with gestures, magic words and thought disciplines. Other classes the spells are sort of borrowed from a higher being on the assumption you serve them. Sorcerers have the knowledge somehow coded into them and they just unconsciously make the moves and thoughts and words required and release their power they internally renew. I let wizards study sorcerers as a research tool. Maybe this is how wizardry keeps getting rediscovered its a feature of the universe. Sorcery is probably more similar to the magic-like abilities of various magical beings. Wizards need to carry a big book while sorcerers have a sack of drug paraphernalia and probably more friends. Sorcerers find talented youths and recruit them so they can claim responsibility for their students powers which draws in more cult members to your pleasure dome. Their homes are noisy, bustling and full of vice. Meanwhile, wizards are working in towers studying the magical properties of material, reading, writing and engaged in mental exercises in silence. Wizards get assistants which unfortunately are idiots and need training to work but in long run help the wizards research and operate a school so the wizard can focus on non administrative tasks. Sorceres have 8 hours of ritualised getting loaded while the poor wizard must relearn his spells that blasted free of his brain when cast before.
As sorcerors use power their appearance can change depending on type.
The first on has mechanical notes you could ignore or you could make similar mods for other types for colour.
d12 Sorcery Signs of Power
1 Muscle magic - huge muscle and rippling tone when fully charged and grow scrawny and weak as spells decline +2 STR before cast any spells +1 STR while you have spells -2 when you have sero magic energy left. Spells are cast with body builder like poses and flexes
2 Hair magic - while full charged hair and or beard reaches ground and sways as if in the wind +1 CHA, shrinks as spells cast and all hair falls out if cast all your spells. You can collect and sell your hair as it drops off
3 Lotus magic - When fully charged hallucinate and have trouble knowing whats going on and standing. As spells are cast they become more lucid and sensible. When spells out they feel terrible with nausea and headaches and a craving for more magic power or drugs
4 Drunken magic - when fully charged is a staggering drunk who sobers up as they cast spells and when spells are all out they get terrible hangovers with nausea, headaches and vomiting and a craving for greasy food or more drink
5 Ecstatic magic - while charged egocentric and feel unstoppable. As powers depleted become more sensible and aware of others. When all depleted feel melancholy, shy and cautious and crave next recharge of magical power juice
5 Minion magic - feel envigorated and well fed when at full power, as spells cast bugs, rats, salamanders, toads, spiders or some type of vermin exit the body. When magic is depleted they seem skeletal and scrawny and very hungry. If they die the critters evacuate the body quite rapidly if the body is on fire. Higher level spells ma
6 Spirit magic - engorged with spell spirits absorbed in preparation. As cast power spirits are released as tiny phantoms. Magical sight sees a full caster crawling with spirits. When the power is used up they are free of petty spirits and can relax their minds and bodies finally
7 Minion magic - as spell levels are consumed gremlins escape the caster's body some may be of a type akin to the sorcerer's power source. At peak power seem bloated and critters seen moving under the skin. As used-up skin grows more flaccid and wrinkly. Minions are not helpful or obedient especially when your patron wants them spread around. Possible to tame some or adopt some as followers
8 Feast magic - corpulent and glowing after hours of feasting as spells cast body shrinks until at now spell energy seems skeletal with loose folds of skin
9 Chaos magic - while at full power have a major mutation and d4 minor mutations, when cast a spell major mutation is absorbed and gone. When all spells cast all mutations gone. Each time power is restored roll new mutations
10 Law magic - when charged skin is metallic, and voice is booming and eyes like gems and emit light as a candle. Light and vocal effects ends when a spell is cast, skin and eyes become more normal as spells are depleted. Often feel empty and unsure without power
11 Beuaty magic - when charged skin and hair looks fabulous and remain dirt free with +1 CHA. Once a spell is cast the stat bonus and dirt resistance end and when all spells are depleted they look tired, scruffy and wrinkled with greyed hair -1CHA. They are keen to restore their power
12 Death magic - body blackened and skeletal and horrific when fully charged and undead will treat you as one of them. When a spell is cast lose this benefit and look more human but pale with eyes black as spells cast. Look normal as spells depleted
d12 Mundane Wizard Books
1 Manual of history or geography
2 Manual on plant or beast lore
3 Manual on creating one type of abhuman with surgery
4 Journal of herbal or poison formula
6 Manual of lore useful to learn a skill
7 Folio of journal fragments and treasure maps
8 Biography of famous wizard and their famous feats
9 Manual about other planes and otherworldly beings
10 History of a cult or wizard school
11 Occult diagrams and calculations
12 Astrology charts plotting lives and fates of kingdoms
d12 Magic Wizard Books
1 Journal from the research of a d3 spells
2 Journals of d3 alchemical recipes
3 Journals of d3 formula to create exotic magical items
4 Book with a scroll inside d3 levels of spells
6 Book with a scroll inside d4+1 levels of spells
7 Spellbook of an apprentice with a d4 levels
8 Manual of d3 names of elemental beings to summon
9 Manual of a d3 names of outer planar beings to summon
10 Spellbook with a single spell (made as a trade item)
11 Spellbook of a teacher level d4+4
12 Manual of construction and operation of a monumental ancient artefact
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