Friday, May 28, 2010

OD&D Magic Champions Style Part 4

Detection

The next category in my queue is the Detection Spells. Mechanics are in ():
Detect Magic (1)[1] ("Limited" Range, "Short" Duration)
Detect Invisible (2) (Duration = 6 turns, Range = 1"/ level of caster)
Locate Object (2)[3] (Duration = instant, Range = 6" + 1"/level of caster)
Detect Evil (2)[1] (Duration = 2 turns [6 turns], Range = 6" [12'"])
ESP (2) (Duration = 12 turns, Range = 6", Blocked by lead/3' material)
Find Traps [2] (Duration = 2 turns, Radius 3")
Clairvoyance (3) (Duration = 12 turns, Range = 6", Blocked by lead/3' material)
Clairaudience (3) (Duration = 12 turns, Range = 6", Blocked by lead/3' material)
Wizard Eye (4) (Duration = 6 turns, Range = 24", Moves 12"/turn)
Please note: After looking at the mechanics, I decided to remove Infravision from this list and add ESP.
This is the most difficult category I have tackled thus far, because spell level, range and duration are all over the place. Part of this variance is due to the Cleric versions of these spells, so I am going to ignore them. If then, the base Detection spell has a range of 1"/level and an instantaneous duration, we can determine that a duration of 6 turns and a range of +6" each add one spell level. Given this, a base Detect spell can do one of the following:
  • General characteristic (Magic, Evil, Invisible)
  • Specific Object (Locate Object, Traps, Thoughts)
This is when things get muddied. ESP has a duration of 12 turns and a range of 6" which means that it should be a 3rd level spell. It does put a limitation on the range — the spell can be blocked. Thus, the base spell can optionally start with a 6" range if it can be blocked by a common element and a wall 3' wide and bigger; however, there doesn't seem to be a functional difference between ESP, Clairaudience and Clairvoyance. I am going to assume that ESP can only target one person at a time, whereas Clairaudience and Clairvoyance can target an area. This means that the base Detection spell is directional. Find Traps becomes the model for the area effect Detection spell — 3" radius.

Wizard Eye increases the range of Clairvoyance x4 and introduces the idea of moving the focal point of the spell. Buying a 12" range (2 levels) with a +1/caster level puts the range at 19" when a Magic User (at 7th level) can first cast a 4th level spell, thus approximating the 24" range. The duration of 6 turns adds another level and assuming that the eye has a 3" field of vision gives us a 4th level spell. This leaves the idea of a mobile focal point in question; however, mechanically it is meaningless. Functionally, there is little difference between the way Clairvoyance and Wizard Eye function. In the end, the moving "eye" is a special effect rather than a game mechanic.

Base Detection spell: Directionally detect a general characteristic or a specific object. Duration = instantaneous. Range = 1"/caster level or 6"+1"/caster level if spell will not work through a common element (i.e. lead) and cannot penetrate a wall 3' thick.

The following with add one spell level:
  • Range = 6"+1"/caster level
  • 3"r. Area Effect
  • Duration = 6 turns (max 12 turns)
Example Find Traps:
2nd level spell. Detect Trap. Duration = instantaneous. Range = 1"/caster level. 3"r area effect (one level).

2 comments:

  1. ESP is such a campaign wrecker, I'm not surprised it's 3rd level. Really should be 7th ;) Seriously, look at how carefully you step when designing any kind of intrigue encounter, when you know the party has ESP.

    That rant aside, I really want to encourage you to persevere in this series. Suitably pdf'ed up, it could end up as the standard document for OSR spell research and design.

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  2. Roger,

    Thanks for the encouragement. I was actually do plan on doing something with all this, so it is nice to know that someone is interested...

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