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

Thursday, February 23, 2017

Spell Alignments, Spell Lists, and Raising the Dead

I talked a bit about magic in Heroes of the Sundered Chronicles last year, but I only briefly mentioned the concept of spell alignments.  Basically, all spells belong to an alignment category that matches the character alignments: Law, Neutral, and Chaos.  Mages gain access to Neutral spells and either Law or Chaos spells, which is chosen at character creation.

I originally had paladins with their own spell list, but as I got further into writing the magic chapter, it become pretty obvious that just giving paladins access to all of the Law spells was pretty close to what I was already giving them and was much, much simpler.

Why Spell Alignments?


Spell alignments are largely a design byproduct of removing divine magic from the game world.  The gods are gone, so there’s no divine magic to be had.  This meant the cleric went away as well (I never liked the cleric as a default divine spell caster anyway), but I wanted a lot of the spells that clerics have access to in S&W to still be available.  My first draft combined the magic-user and cleric spell lists and gave access to all of it to the Mage, which was just flat out ugly.

I spent a lot time milling over ideas on how to limit the spells the Mage had access to without breaking it back out into two classes that would otherwise be very similar.  Ultimately, I decided to split it into three groups – one universal and two that the player had to choose from.  Associating them with the game’s 3 alignments was a perfect fit for both the mechanical tone of the categories and the lore of the game world.

Making the Spell Lists


Organizing the spells into the categories was mostly pretty easy.  A lot of spells were just plain obvious as to where they belonged.  I had decided on 6 spells of each alignment for each spell level, and I was determined.  Some spells had to be cut, and I added new spells to fill in where there were gaps.  There are also spells that I had to make hard decisions on where they went.  The best example being Raise Dead.

I originally added Raise Dead to the Law alignment very quickly.  I clearly wanted “good-guy” priests to be able to help PCs out with resurrections.  But… raising someone from the dead clearly disrupts the natural order of things.  A creature lives, it dies, and goes to the afterlife.  It doesn’t come back.  So, isn’t raising the dead much more a domain of Chaos?

I still see it belonging in both places.  I think the solution is to introduce a new spell.  Raise Dead stays as a Law spell, and can be used to coax powerful beings in the afterlife to allow the spirit of the target to return.  Mages who have chosen Chaos spells can get access to a new spell, Dark Pact, which allows them to make bargains with the forces of Chaos to rip the soul out of the afterlife and revive the target.


Dark Pact

Spell Level: Chaos 5 (or Magic-User 5 for other OSR games)
Cast Time: 1 hour
Range: Special
Duration: Instantaneous

Much like Raise Dead, Dark Pact allows the caster to raise a corpse from the dead, provided it has not been dead for longer than 5 days.  After finishing the casting of this spell, the caster communes with a powerful being of Chaos, such as a demon or powerful undead creature.  In exchange for some kind of service or offering, the being rips the target’s soul from the afterlife and returns it to their body, bringing the target back to life.  The target’s body must still be intact for this spell to succeed, though the body need not be present during the casting.

Which being is contacted, and what the creature asks for in exchange for bringing the target back to life is up to the Referee.  Demons have been known to bargain for allegiances, favors, items of magical power, and for the caster’s soul.  They’ve also been known to leave their mark on the body of the target, and sometimes the caster.


The Heroes of the Sundered Chronicles Fantasy Roleplaying Game is currently in open playtest and is available as a free download with no login or registration required.

Thursday, December 15, 2016

Teleportation and Magical Travel in Acteos

I've always seen Dimension Door, Teleport, and similar spells to be a little too powerful for my liking.  One of my goals in Acteos is to rein in their power while still providing magical travel as a viable option for higher level characters.

What I've done is restrict Dimension Door-like travel to locations the caster can perceive.  Of course, you can still teleport to the other side of the wall if you cast other spells that allow you to perceive what's there.  So the capability is still there, the caster just has to work a little harder for it.  Long-range teleport is handled by a network of teleportation patterns, which restrict the use of teleportation to specific locations, which I'll talk about in a bit.  I've also folded both Dimension Door and Teleport into one 4th-level spell available to all mages that handles both modes of teleportation.

Below I present such changes as a Magic-User or Cleric spell, ready to drop into your existing Swords & Wizardry (or other OSR) game.

Sunday, November 27, 2016

Magic in Acteos, Land of the Sundered Chronicles

I've been doing a lot of thinking about magic in Acteos, the land of the Sundered Chronicles setting.  I'm largely happy with the standard Vancian spell systems in OSR games, but I feel it needs a few tweaks to fit my vision for the world.

So far, the following are true:

  • There is no divine magic.  The original gods are gone, and their replacements don't grant spells to their followers.  Thus, there is no Cleric class.
  • The Mage class covers your typical wizard types as well as priests.  All spell casters prepare spells from a spell book.  In fact, the temples and clergies of the ascended gods are the primary body of spell research and training.
  • Spells are split into three categories that match alignments: Law, Neutral, and Chaos.  All mages can learn Neutral spells, but must pick Law or Chaos at character creation.
  • Outside of the appropriate use of magic by the priesthoods, the practice of magic is illegal.  An agency known as the Emberstorm exists to police the use of magic and is specialized in hunting down rogue mages.
    • There isn't anything morally wrong about the use of magic, but it does happen to be illegal regardless of the reason it's used.
    • This is also only true in nations that have signed the Emberstorm Treaty and are under such governance.  The Emberstorm does also have agents outside of their jurisdiction that handle powerful mages, which the organization sees as a threat to the safety of all of Acteos.
  • I find purely damage dealing spells to be boring, but necessary choices.  Thus, there will be no damage-only spells.  Instead, mages can convert prepared spells into either a healing or damaging effect, as described below.

Healing and Destroying


At first level, all mages must choose to have the ability to Heal or to Destroy.  The mage can convert a prepared spell into either a Healing effect or a Destruction effect depending on their choice.

Heal


The mage can expend a prepared spell to, instead of the spell's normal effect, heal a touched creature for 1d8 points of damage per level of the prepared spell.

Destroy


The mage can expend a prepared spell to, instead of the spell's normal effect, create a destructive blast of arcane energy.  The form of this blast determined by the mage as the spell is cast.

A single target ray or bolt:  Requires a successful attack roll, and deals Xd8 points of damage, where X is equal to the 1 + the prepared spell's level (so, a 2nd level spell converted into a bolt deals 3d8 damage on a hit).  This attack has a range of 60 ft.

An area of effect:  Deals Xd6 damage, where X is equal to the prepared spell's level.  Can take one of the following shapes.

- A 30 ft cone shooting out from the caster's hand.
- A 20 ft radius explosion centered within 60 ft of the caster.
- A 40 ft line shooting out from the caster's hand.
- Other, as approved by the Referee.

This is, of course, a rough idea that has a lot more work to do.  For example, how does the mage determine what type of damage (Fire, Lightning, etc) his destruction effects deal?  Does he have full access to any damage type (which seems too strong), or does he start with a small number of damage types and earn more as he levels (which seems fiddly)?