Showing posts with label Arcane Magic. Show all posts
Showing posts with label Arcane Magic. Show all posts

Wednesday, May 8, 2024

Why the Weird Wizard Garb

Which is the Wizard and which is the Apprentice?

I recently started painting these 3D prints (part of a set called Civilians Pack 2 from The Makers Cult) to pull double duty as Casters for Grim Dark Future and as a Wizard and Apprentice for a warband in Frostgrave. As these sculpts bear some resemblance to the burka, which is a garment women are required to wear in public due to social and religious reasons in certain Islamic countries, it got me to thinking about a world-build in which arcane spell  casters wore clothing that covered them head to foot.

While it would be easy to simply hand wave it away by saying it is a traditional garb of wizards or that it is required by law, I am much more interested in why wizards would choose to wear such garb. To that end, I offer six reasons (so that one can roll a d6 to allow some randomness in a world-build):

1. The ritual to obtain the ability to cast arcane spells badly burns/scars the recipient. In order to avoid such scars from hindering everyday interactions with other people, they choose to cover themselves to hide the burns/scars.

2. In order to gain the ability to cast arcane spells, a caster must get various tattoos all over their body. While not necessarily something that could cause a disruption to social mores, visible tattoos would give other casters the ability to cancel spells without having to use a spell slot.

3. Wizards are an alien race. While they are similar enough to pass as human (or whatever race the PC/NPC pretends to be), any close contact would reveal the reality and cause trouble. So, they wear the coverings to avoid such discovery.

4. The process of memorizing spells requires that the spell be written on the skin of the wizard. Should another spell caster see this writing, they could cast the spell as a scroll and the original wizard would lose that spell slot. Wizards took to wearing this garb to prevent that from happening.

5. The nature of arcane magic causes the caster to see a mirror image of themselves in the targets of their spells. This can cause enough of a disruption (epecially with offensive spells) that the spell fails. Wizards took to wearing such garb to dehumanize their reflections so as to be able to successfully cast their spells.

6. The casting of arcane spells is an intentional subversion of reality that physically manifests in the person of a wizard. Should someone who is not trained to deal with such things witness a wizard cast a spell, the experience can cause a rift in the soul of that witness. Such rifts risk the possibility of a demon being able to step through. Therefore, in order to prevent their craft from wrecking havoc on the general public, wizards strictly police themselves — especially in the wearing of garb which covers them head to foot.

Have any others we can add to the list?

Friday, April 7, 2023

On Gods and RPGs

A reader of this blog recently asked me to comment on their favorite TTRPG, Fading Suns, which they partly describe as follows:
…it's base premise is that the major religion is a mix of real world ones, predominantly Christianity, but with lots of Islam, Buddism and so forth. There are lots of theological disputes within the system, there's "magic" that "works", when you're praying to a game version of God (Pancreator, a semi-gnostic syncretic deity). Lots of saints and rituals resembling the Church's rituals and so forth.
The question here is whether or not it is okay, from a strictly Christian POV, to allow for magic to be awarded to followers of, for lack of a better word, “pagan” gods?

First, we must clear up something. Neither Orthodox Christianity or Scripture posit strict monotheism, as understood by most moderns, Jews, and Muslims. Take for example this prayer from the Presanctified Liturgy and the Vespers service:

Compassionate and merciful, longsuffering and very merciful Lord, hear our prayer and attend to the voice of our supplication. Give us a favorable sign. Guide us in Your path that we may walk in Your truth. Gladden our hearts that we may fear Your holy name, for You are great and work wonders. Only You are God, O Lord, and there is none like You among the gods. You are great in mercy and gracious in strength and in aiding, exhorting, and saving all those who place their hope in Your holy name. [My emphasis]
When I first encountered this prayer, I was a bit scandalized because it explicitly acknowledges the existence of other gods(!); however, this prayer merely reflects a viewpoint expressed by Scripture. Take Psalm 82:
God has taken his place in the divine council; in the midst of the gods he holds judgment: “How long will you judge unjustly and show partiality to the wicked? Give justice to the weak and the fatherless; maintain the right of the afflicted and the destitute. Rescue the weak and the needy; deliver them from the hand of the wicked.” They have neither knowledge nor understanding, they walk about in darkness; all the foundations of the earth are shaken. I say, “You are gods, sons of the Most High, all of you; nevertheless, you shall die like men, and fall like any prince.” Arise, O God, judge the earth; for to thee belong all the nations! [My emphasis] 
In the Septuagint (the Greek translation of the OT used by the ancient Church), the “divine council” from the first verse is συναγωγή θεών. That first word is a root word of Synagogue and the second is a declension of ο θέος — God. There is no escaping the idea of other gods or their existence.

The polemic presented here in Psalm 82 is that Yahweh — the Most High God — is the creator of all things, including these other gods. This is made clear by the line, “you shall die like men.” Within the context of the Fall, everything that has a beginning also has an end. These gods were originally created to watch over and protect the various nations, but turned against their cretor and accepted worship from those very same nations.

It is important to remember that within the context of a Fantasy or Science Fantasy world, whatever magic system exists is part of creation and something God made. Like all things given by God, this magic system can be used as God intended or used in a manner that does not. In Scripture, we see this happen with technology.

The Book of Genesis presents us with two Civilization builders: Cain and Noah. As the first city-builder, Cain uses technology to build a society of personal pleasure, power, and sin. This civilization is so evil that God deems it unsalvagable and calls forth the Flood in order to start over. Noah is the means by which this happens. He uses technology in obedience to God. Through this use of technology, humanity and through humanity all of creation, gets to participate in a salvation event.

Thus, if I were to play a TTRPG where various gods grant magic to their followers I would portray it as the gods of Scripture giving out technology to Cain’s civilization. While it might temporarily give a character influence and power, it ultimately will lead to destruction. In contrast, that same magic used in context of the Most High God and in obedience to Him and His Church can be salvific.

One of the reasons I like 0e and B/X is that the mechanic of arcane vs divine magic make this distinction very easy to emulate and communicate in game play. I myself have never read anything about the Fading Suns game world or mechanics, so I don’t have any explicit advice about how to implement these ideas mechanically or mythically within that setting or rules; however, Scripture can help here, too:

And I tell you, you are Peter, and on this rock I will build my church, and the gates of Hades shall not prevail against it. — Matthew 16:18
No matter what situation a TTRPG places humanity or what alternate history it proposes, it is very easy to insert the Most High God as creator of all things. In a scifi or future fantasy setting, the Church survives somewhere, however big or small. As long as I present this knowledge and this reality in some way shape or form, the story that emerges from play is an exploration of the consequences of our relationship (or lack thereof) with the Most High God.

If you are interested, this is a subject I have written many times about. You can find several here.

Saturday, February 24, 2018

Saintly Saturday: St. Cumine the White

Today is the Feast of St. Cumine the White, abbot of Iona. Not much is known of this monastic saint. He was the seventh abbot of Iona, the monastic community on one of the Hebrides — a series of islands off the west coast of Scotland. He was nephew to Segenius who was the fifth abbot of Iona.

During his tenure, he visited Ireland about A.D. 661, the Synod of Whitby took place, which declared that Northumbria would follow the practices of Rome when it came to tonsuring and the calculation of when to celebrate Easter, and the Book of Durrow was completed.

The Book of Durrow is the oldest extant insular illuminated gospel, over a century older than the Book of Kells. While there is much academic debate over where this text was created, one of the contenders is the Iona of St. Cumine.

He also wrote the Life of St. Colum Cille.

He died in A.D. 665 after being abbot for 8 years.

The opening verses of
the Gospel of St. Mark
from the Book of Durrow

Despite the fact the St. Cumine’s hagiography is so thin on details, I find it so inspiring that I am actually going to have to limit myself. I could wax poetic on how the moniker “the White” sounds very Tolkien or how awesome something similar to the Synod of Whitby would be as background noise for a campaign.

Rather, I want to focus on the Book of Durrow and the power of language. In Scripture, words have immense creative power. God creates by speaking: “Let there be light.” God also asked Adam to be a co-creator with him by allowing Adam to name all the animals. When Moses asked for God’s name at the burning bush, it was an audacious act, so God gave him a name that cannot be contained by language: I AM — a sentence that is both complete and yet incomplete (I am….righteous, merciful, love, etc.). Several people throughout the Old and New Testament are renamed by God:

  • Abram becomes Abraham
  • Jacob becomes Israel
  • Saul becomes Paul
  • Simon becomes Peter

In addition, different languages bring different aspects to revelation. For example, in Genesis 3:15 God tells the serpent:
I will put enmity between you and the woman,
    and between your seed and her seed;
he shall bruise your head,
    and you shall bruise his heel.
This particular translation reflects the Greek version of this verse, because it differs from both the Hebrew and the Latin. The “he” and “his” in the second half of the verse appear as “it” and "its” in Hebrew and “her” and “her” in Latin. All three are correct:

  • The Hebrew reflects the eternal enmity between humanity and the devil.
  • The Latin is a prophecy of the Virgin Mary.
  • The Greek is a prophecy of Christ.

This all inspires me to re-skin the Vancian magic of D&D with two additional ideas in mind:

The retro-clone Delving Deeper has clerics memorize spells the same way magic-users do and I have always wanted the spell Read Magic to be something far more important than merely a spell every magic-user has because it uselessly is a prerequisite for writing spells into a spell book.

In this re-skinning, the difference between “divine” magic and “arcane” magic is not the source of the magic, but rather the language. In the same way that the Hebrew, Latin and Greek bring out different aspects of Genesis 3:15, the language used to do magic brings out a different “type” of magic. Arcane magic uses a complex language that is both difficult to learn and results in powerful magics. Its practitioners spend so much time learning the language that they don’t have the time to train with armor or most weapons. Divine magic uses a far more intuitive language that, while easier to master, does not produce the powerful magics the arcane language can. As a consequence divine magic practitioners do have the time to train with armor and (some) weapons. One could even extend this out to other various spell-casters like druids and illusionists.

Since the mechanism of all magic is the same — language written in spell books — this gives us the opportunity to give Read Magic a really interesting twist. Rather than simply being a spell that every magic-user has and is the mechanism for writing spells down in a spell book, it is a spell that can allow a practitioner of one type of magic to memorize a spell from another language — another spell list.

Due to the fact that this spell is being memorized via a spell rather than by actually knowing the language, the spell takes a spell slot one level higher than normal. For example, if a magic-user wanted to memorize Cure Light Wounds it would count as a 2nd level spell.

This, in part, explains why certain spells that appear on more than one list are different levels depending on the caster. For example, Hold Person is a 2nd level cleric spell but a 3rd level magic-user spell. In other words, this spell was originally in the language of divine magic, but was well known enough by arcane users to be translated into the arcane language — as a 3rd level spell.

Thus, Read Magic becomes a really important spell that every one will want rather than the spell that simply takes up space and no one bothers to ever memorize.

This re-skinning also offers all kinds of interesting possibilities in terms of how magic interacts with a campaign world. Rather than having different schools of arcane magic-users, the different schools teach different languages and therefore result in different classes. Each type of magic might bring with it a different culture. One could go so far as to have entire nation-states based upon a different type of language and thus a different type of magic.

Thus, a wizard with the name and moniker Cumine the White might be a magic-user, a cleric, a druid or an illusionist depending on the language he uses to study magic.

Saturday, September 9, 2017

Saint Saturday: The Ancestors of God Joachim and Anna

Today is the Feast of the Ancestors of God, Joachim and Anna. The title “Ancestors of God” is a title derived from the fact that they are the parents of the Virgin Mary. During the Christological controversies that arose during the 4th to 8th centuries, she received the title “Theotokos” which literally means “The Mother of God.” This all has more to do with Christ than Mary or her parents because both titles (Ancestors of God and Theotokos) speak to the fact that Christ is both God and Man from conception and thus speaks about the nature of Christ rather than anything about His mother or grandparents.

For those who know their Scripture, Joachim and Anna are not mentioned anywhere in the Bible. Their story, and the story of the Nativity of the Theotokos (which was yesterday) appears in the Protoevangelium of James, a book known by most to be apocryphal. This, however, is a misnomer. There are many popular, early Christian writings that do not appear in the Bible because they either do not focus on the main point of the New Testament (Christ, HIs crucifixion and His resurrection) or are too far removed from the Apostles to be included. This can be seen in the fact that several of the Mariological feasts of the Orthodox Church refer to events in the Protoevangelium of James in the hymns surrounding these feasts.

Joachim and Anna were old when they had Mary. Anna was barren and beyond child-bearing years when she miraculously got pregnant. This is another reason that these stories have not been rejected by the Orthodox Church: it follows a pattern found all over Scripture. Women in both the OT and NT who are barren and beyond child bearing years find themselves pregnant through the workings of God.



This highlights something that is largely lost on the modern world: women’s real power derives from their ability to bear children. Take a look at this hymn:
Both Joachim and Anna from their sterility's stigma, and Adam and Eve from their mortality's ruin have been set free, O immaculate Maid, by your holy nativity. For this do your people hold celebration, redeemed from the guilt of transgression as they cry to you, "The barren one bears the Theotokos, the nourisher of our Life.”
While this hymn magnanimously lumps Joachim in with Anna’s failure to bear children, it was primarily her shame as revealed in the last line where she is called “the barren one.”

Also missed by the modern world is the power women derive from chastity — the ability to manipulate men who want to have children by them. This power is emphasized by the fact that Theotokos is called Virgin before, during and after childbirth. The birth of Christ does not bring with it corruption (the physical damage that happens to women who go through childbirth).

This offers some interesting fodder for world-building in a fantasy setting. There is a fantasy trope that ties spell-casting and prophecy with women and virginity. Those who have these powers lose them when they lose their virginity. This suggests a world where spontaneous arcane Vacian-like spell casting is only available to women who still have their virginity. Ritual magic can still be used by men and by all women and suggests the import of scrolls, wands, staves, potions and my interpretation of Magic Missile according to Holmes. Speaking of Holmes, his rules that 1st level magic-users can create scrolls becomes a model rather than an exception. This also explains why adventuring is incentivized: arcane spell casters need the various components necessary to create magic items.

This understanding of arcane magic gives us leeway to make a starker difference between it and divine magic. Whereas the arcane is about ritual, magic devices and the need to be a female virgin to spontaneously cast, divine magic can forgo all of these things and offer spontaneous casting to anyone who takes on the mantel of “cleric.” This works especially well in context of a Christian/pseudo-Christian Church.

Christ offers a radical equality to the world: His Body and Blood. With this brings a forgiveness of sin (that which separates us from God). Thus, corruption in context of wielding magic is healed and the mechanism for magic is the Holy Spirit rather than the innate power of the human body.

Thus, the contrast, conflict and choice of arcane vs. divine magic largely pivots upon magic items vs. spontaneous casting if you don’t want to play a female virgin.

Tuesday, January 10, 2017

Meditating on Vancian Magic

The tomes which held Turjan’s sorcery lay on the long table of black steel or were thrust helter-skelter into shelves. These were volumes compiled by many wizards of the past, untidy folios collected by the Sage, leather-bound librams setting forth the syllables of a hundred powerful spells, so cogent that Turjan’s brain could know but four at a time.

Turjan found a musty portfolio, turned the heavy pages to the spell the Sage had shown him, the Call to the Violent Cloud. He stared down at the characters and they burned with an urgent power, pressing off the page as if frantic to leave the dark solitude of the book.

Turjan closed the book, forcing the spell back into oblivion. He robed himself with a short cape, tucked a blade into his belt, fitted the amulet holding Laccodel’s Rune to his wrist. Then he sat down and from a journal chose the spells he would take with him. What dangers he might meet he could not know, so he selected three spells of general application: the Excellent Prismatic Spray, Phandal’s Mantle of Stealth, and the Spell of the Slow Hour.

— Turjan of Miir, Jack Vance

I have always really liked the idea of Vancian magic, but have never been sold on how D&D handles it. Don’t get me wrong, from a purely mechanical point of view, D&D does a good job of simulating the way Jack Vance describes how Turian of Miir uses magic. Unfortunately, it doesn’t have the feel. If someone had never read Jack Vance and had no idea of how he describes the spell as an almost living thing that frantically tries to leap off the page of a spell book, there is nothing in D&D that shows players that this is what the mechanic of memorizing spells is supposed to represent.

My other issue with spell casters in D&D is that I am someone who much prefers the utility spell over the combat spell; however, D&D almost dictates that a magic-user will always take Sleep over Read Languages. On an average dungeon delve, a player can almost be guaranteed to be able to use a combat spell, but that utility spell may or may not ever be useful. I find this boring, in a way.

To be honest, when I play a spell caster, it is almost always a cleric or a bard because I can get away with having utility spells more often because these classes can pull their weight in a fight sans spells. I have only ever played a straight-up magic-user once and a straight-up illusionist once. I much preferred the latter experience because of the sheer frustration about having spells like Enlarge in my spell book and having really good ways to use it, but having to go through the whole “I gotta rest, re-memorize spells and come back tomorrow” only to have the party try some other way to solve the problem. At least with the Illusionist, the very nature of illusion magic requires creativity and problem solving skills with every spell cast. I found it much more satisfying to take out a pack of gnolls with Phantasmal Force by “moving” a pit and getting them to fall in than I ever was shooting lightning bolts or fire balls.

When I got into the nitty-gritty of the classes in 5e, I really got excited bout the potential of the the Warlock as a utility/problem solving kind of spell caster. They have enough combat punch with Eldritch Blast to justify using utility spells. Couple that with the Pact Boon Book of Shadows and the ability to learn some Cantrips off any spell list and the potential to collect and use ritual spells from any spell list and you’ve got a spell caster I’d love to try and play some day.

Unfortunately, whereas the Warlock does a good job of making utility spells justifiable and does a good job of making magic feel dangerous, it largely abandons the Vancian model of magic. Therefore, in terms of trying to make a BX magic-user class that does Vancian magic “right,” the Warlock is inspirational, but not exactly what I am looking for.

I recently managed to get my hands on a second edition copy of Runequest. I have always wanted to love Runequest, but my experience of it was always tainted by the Avalon Hill edition, which is just badly written. I could never get my head around that magic system. The second edition, though, is a transitional version that bridges its OD&D roots and the Chaosium BRP system it would become. Here is a version of Runequest I finally get and its magic system is something I finally understand. Unfortunately, it, too, turns away from the Vancian model; however, it presents with a mechanic that makes magic feel really dangerous and could be coupled with a Vancian model. Certain types of spell casters capture spirits and bind them into items in order to help them cast spells. The danger is in the combat to capture the spirit: if the spirit wins, the caster is possessed and the PC becomes an NPC.

This got me thinking about how to incorporate this level of danger into a magic-user class while maintaining a Vancian model and allowing players fuller access to the utility spells that litter the spell lists. Normally, the limiting factors of spell use in FRPGs are one or more of the following:

  • memorization
  • number of spells known
  • power/mana points
  • class level

Of these, the only one that is expressly Vancian is memorization. Therefore, if I am to move towards a magic user that satisfies my desires for an arcane spell caster like the Warlock does but remain true to the idea of Vancian magic, there needs to be a different limiting factor than one presented.

If one assumes that arcane spells are more of a living thing — a kind of semi-sentient energy being — and that spell books and arcane magic are a way of coaxing these beings to do what a spell caster wants, then there is a limiting factor available that is already suggested by the game: money.

The idea here is similar to the way scrolls work: the magic-user spends gold and time on getting the materials necessary to have a spell “in waiting” ready to cast without having to memorize it. Normally, this is relatively expensive (100gp and a day per spell level, for example) and, with some exceptions like Holmes, not an option for 1st level characters.

My thinking here is to couple the gold/time with spells known (as per INT in Holmes) as the primary limiting factor for magic-users. If they would be allowed to bind spells to disposable objects (like runes) for a relatively low price, then they could go into an adventure stocked up with all manner of spells. It would also incentivize adventuring as a primary occupation of magic-users. Right now, I am positing 10gp and about an hour for a 1st level spell. This cost would go up exponentially with spell levels, adding a zero for each level.Thus, a 6th level spell would require 1,000,000 gp worth of materials to bind.

There would also be an option for binding spells permanently to a magic-user. It would work like this: make a saving throw vs. magic and add the magic-user’s CHA bonus and subtract the spell level. If successful, the spell can be cast at-will by the magic-user. Failure, however, means that the magic-user has been possessed by the spell itself and is now a Chaotic spell-casting monster that will be hunted down and killed by Civilization.

The risk involved in binding spells this way could be mitigated by having other magic-users aid in the binding: they get to add their CHA bonuses to the roll. This, then, places a kind of cultural limiting factor on the practice. Whereas a Wizard’s Guild would have little issue binding a Detect Magic spell to a fellow magic-user, they might have something to say about a magic-user who was interested in binding a Lightning Bolt spell. This also implies that there would be magic-users out there that would seek alternative ways to mitigate these bindings in order to gain power. The whole idea of a magic-user just got a whole lot more dangerous: imagine an adventure hook where the Wizard’s Guild has put a bounty on the head of that magic-user who successfully bound his Lightning Bolt spell…

This way, I get my Warlock (bound utility spells) and my Vancian magic (prepared “burn” spells) all in the same class. Thoughts?

Sunday, January 8, 2017

Sorcerer Class for BX/LL

This is a class I created for BX/LL using the Custom Class rules from the ACKS Player’s Companion (which is one of my top five OSR purchases ever). I don’t have any intention of using it in any of my campaigns, although I do like the idea of the class. Rather, this was created in order to give me a reference point for re-imagining Vancian magic and the mechanics behind a BX/LL magic-user, which will be a later post. The Sorcerer works more as a utility spell caster than a combat spell caster.

Sorcerer


Requirements: None
Prime Requisite: CHA
Hit Dice: 1d4
Max Level: 14
Armor Allowed: any; no shields
Weapons Allowed: bows, crossbows, daggers, pole arms, quarterstaff

Sorcerers are natural spell casters who do not memorize spells in the way that magic-users do. Rather, they have a limited number of spells that they can cast with rituals. These rituals take 1 turn and may be used at various intervals depending upon the level of the spell:

  • 1st: at will
  • 2nd: 1/hour
  • 3rd: once per 8 hours
  • 4th: 1/day
  • 5th: 1/week
  • 6th: 1/month

Sorcerers know only a limited number of spells, as shown on the following table:
Level…Spells Known per Spell Level
1st…1
2nd…3
3rd…3…1
4th…4…2
5th…4…2…1
6th…4…3…2
7th…4…3…2…1
8th…4…4…2…2
9th…4…4…2…2…1
10th…4…4…3…2…2
11th…4…4…3…2…2…1
12th…4…4…4…3…2…1
13th…4…4…4…3…3…2
14th…5…4…4…4…3…2
These spells may be chosen by the player, but once chosen they cannot be changed.
Level Progression
1…0
2…1200
3…2400
4…4800
5…9600
6…19,200
7…40,000
8…80,000
9…180,000
10…280,000
11…380,000
12…480,000
13…580,000
14…680,000
Sorcerers fight and save as Thieves.

Sunday, February 24, 2013

Wizards of Averoigne: A Rainbow of Spell-Casters

Since yesterday, my brain has been chewing on some of the ideas that I came up with on the subject of anti-clerics, arcane cleric spells and cleric spell books. Since my ideas found fertile soul in a Holmsian-inspired vision of D&D, I figured the best place to implement them was in my standard Holmsian-esque campaign world: Averoigne. I also figured that since Holmes was influenced by Tolkien, so should I.

Although I have never read the Lord of the Rings more than once in my life, I do remember that there is a suggestion of an order of wizards whose status is determined by color. As I recall, three colors are explicitly mentioned: white, grey and brown. Thus, in a world where there is a strong guild-structure, it makes sense that Averoigne would pay homage to Tolkien by differentiating different types of arcane spell casters by color:
White Magic-Users: So-called because they practice white magic — arcane cleric spells. They must be Lawful* and they cannot cast any spells above 3rd level.

Black Magic-Users: So-called because they practice black magic — arcane magic-user spells. They are usually Chaotic and exist outside of the guild-structure and society itself. As a result, they are considered dangerous criminals to be hunted down and (usually) killed.

Grey Magic-Users: So-called because they practice black magic in context of the Church — a mixture of black and white. They can be Lawful or Neutral and must belong to the Wizard’s Guild.

Brown Magic-Users: So-called because they are seen as close to the earth — operating mostly in villages, towns or as hermits. They use arcane cleric spells and have no formal guild. Since they practice white magic, they are generally left alone (which opens the possibility that individual brown magic-users may have a spell or two from the druid spell list). They tend to be neutral and can gain a maximum of 6th level in experience.

Red Magic-Users: So-called because the casting of reverse cleric spells normally involves some kind of blood sacrifice. These are anti-clerics. They are Chaotic and exist outside of the guild-structure and society itself. As a result, they are considered dangerous criminals to be hunted down and (usually) killed.

*Assuming one is using the three-tier alignment system.
The Prime Requisite in all cases is Intelligence which also determines the chance of knowing a particular spell as well as the minimum and maximum number of spells known per spell level (as per Holmes). Practitioners of white magic use the cleric spell progression and XP table and may use armor, shields and blunt weapons but cannot Turn Undead. If they are Lawful and have a Wisdom of at least 9 they can choose to become full-fledged clerics at any time after 3rd level (they gain access to all spells through faith instead of study and can Turn undead).

There is also a third type of arcane magic — sword magic. It interferes with both white and black magic. The latter is the most susceptible and therefore practitioners cannot wear any armor and can only use simple weapons. White magic is less susceptible, but practitioners cannot use bladed or piercing weapons.

Technically, this means that clerics could use any type of weapon they choose (since they cast divine magic, not arcane magic); however, by tradition they limit themselves to blunt weapons to prevent any use of sword magic lest they misplace their faith in God with a faith in sword magic. Thus, any cleric that uses a magic sword cannot cast any spells, because they lack the faith to do so (or believe that they are called to use sword magic instead of divine magic). This opens up the possibility of a paladin-like cleric who can Turn undead, use magic swords (like a holy avenger) but can’t cast spells.

I don’t know how attractive any of these options are to players, but they open up a tremendous amount of opportunities for cool NPCs, cool villains and cool patrons for yours truly.

Monday, December 3, 2012

Ye Auld Skool Spell Creator

This is post number 500 for me here at Blood of Prokopius. Having noticed that I was quickly approaching this milestone, I came to the realization that there is a ton of gaming material that I have produced over the last several years that either isn't organized as well as it could be or left fallow. As a result, I have been sifting through all of this output and determining what can easily be developed, organized and finished and what of all this output I still have an interest in.

The first project to come out of this process is something I've called Ye Auld Skool Spell Creator. Quite awhile ago, I started excavating the spells of 0e. At the time, I was interested in pushing the rules as far as they could go to see if they were able to handle a variety of genres, specifically some of the pulp serials of the 20s and 30s. One of the big hurdles was the spell system — how to create new powers and spells that are mechanically similar to the 0e spell list, but aren't tied specifically to the fantasy genre?

I started down the road of breaking the spells down mechanically and seeing how to build new spells based upon those mechanics. The various posts can be found here. Unfortunately, I pushed too hard and in play testing what I had started wasn't really all that fun to play. In addition, the process of breaking down the 0e spell system mechanically proved to be a very difficult — especially when one started to look at enchantment-type spells and transform-type spells. Thus, the system that was developing was far from perfect, was a departure from the 0e rules as written, and in some cases a serious departure.

As a result, the project never got finished, despite my own stated intent to put all of it into a .pdf to share with those interested. That is, until now.

Ye Auld Skool Spell Creator is far from perfect, probably has a lot of errors and might very well prove to be a lot less useful that I had originally envisioned. It is, however, a fascinating exercise in gaming archeology that I hope those who are interested in such things will find worth their while.

The link to download the .pdf is here. Enjoy.

Friday, December 30, 2011

Ripping Apart Time and Space

One of the things that I have been doing to entertain myself this past month is watching the BBC series Primeval. Though there are several moments over the course of the series that make it very difficult to suspend my disbelief, I very much enjoy the show because it has such a fascinating set-up.


Particularly interesting is its implicit admission that Darwinism cannot explain why the world was what it was and became what it is. Despite an overwhelming attempt by the popular culture (and scientists dependent upon secular and government money), Darwin’s mechanism for explaining evolution doesn’t work. As the show points out, there are things in the world and in the fossil record that just cannot be explained by our standard, assumed understanding of evolution.

However, the show does not take any kind of religious tack (it is the BBC, after all). Rather, they come up with an ingenious way of explaining how evolution does funny things. In essence, there are several holes in time and space that flash in and out of existence. Called (in a very Star Trek-esque manner) anomalies, they allow for creatures from very different epochs to cross over into different time periods — thus having drastic affects upon the evolutionary order.

One of the things that challenges the suspension of disbelief is that all of these anomalies seem to be centered around Britain, and that the government is perfectly capable of keeping it quiet that there are incursions by prehistoric monsters into our time on a fairly regular basis.

This got me thinking: why Britain? Why not the U.S. or South Africa or India? Given that Britain is the location of Stone Henge (and all of the weirdness associated with it), what if the anomalies were a long-term consequence of using arcane magic? Obviously, I am now fully going into FRPG inspiration mode, (because this blog is primarily about RPGs). Here is also where I get to sneak in some Christian dogma.

God created the world from nothing. When humanity knew evil (the absence of God), we knew a world of disease, decay and death — these are all symptoms of creation returning to the nothing from which it came. In context of a fantasy world where arcane magic exists and is practiced, this decay could take on a very interesting form. The use of arcane magic (which is, in essence an embrace of Adam’s Fall because most magic users attempt to be God sans God) could tear tiny holes in space and time. Over the long term, this results in anomalies — a symptom of space and time collapsing in on themselves as they return to nothing.

One of the more interesting ideas from the series is that most, if not all, mythological beasts have their origin as creatures from a distant past or future making an incursion into a different time. Thus, dragons might be dinosaurs. A dire boar might be an entelodont. A Lycanthrope or a vampire might be a wolf or a bat from some far distant future where these creatures have evolved some kind of intelligence (in fact, one of the recurring creatures in Primeval is a super-evolved bat).

There are three fundamental reasons why I am so intrigued by this concept:

Firstly, having portals opening up intermittently to other times can justify just about any weird creature you can think of — just call it a creature from the distant past or future. It also explains why dinosaurs of all different epochs could be roaming around a fantasy world.

Secondly, it allows just enough weirdness into a campaign world without going gonzo — how cool would it be to have a party of PCs jump through a portal into the distant past or future? The possibilities are endless.

Finally, and to my mind most importantly, it plays into the post-apocalyptic reality that is D&D — especially in a Homlesian kind of way. The ancient civilization hinted at in the Holmes edition of Basic D&D and how it came crashing down now come into sharp focus — all that powerful arcane magic tore enough holes in time and space that some serious nastiness crawled through to bring the civilization crashing to a halt. In addition, it suggests the very interesting possibility that divine magic (which develops later in the suggested D&D landscape of Holmes) heals these tears in time and space.

For my own purposes, it  also helps explain why the concept of time is so non-linear within the confines of the Chateau des Faussesflammes...

Tuesday, June 14, 2011

Holmes & Cook: Magic Research and Production

In his section on Magic Research and Production, Cook gives us this interesting little gem:
[Those things necessary to produce magical items] should be difficult to obtain, and the spell caster will often have to adventure to acquire the items, for there are no magic stores.
This begs the question, especially since there are rules in both Holmes and Cook for creating various magic items, what are the economics of magic?

There are four different systems given in the pages of Holmes and Cook.
  • Holmes indicates that any magic-user (but makes no mention of clerics) of any level can create scrolls for 100 gp and 1 week for every spell level to be inscribed upon the scroll.
  • Cook notes that Alchemists, if given a formula or sample, can produce potions at half the normal cost and time. They can also do magical research on potions at twice the time and cost of magic-users. All of this incurs the extra cost in the alchemist's monthly stipend of 1000 gp.
  • In his section on Magic Research and Production, Cook specifies that only magic-users and clerics of name level (9th level or higher) are able to create magic items. The cost for duplicating normal spell effects requires 500 gp and 1 week per spell level duplicated. Given that he fixes the price of a Wand of Fire Balls at 30,000 gp and a time frame of 4 months, this means that this price is for every single charge placed in the wand. These endeavors always have (at least) a 15% chance of failure (and thus creating a cursed item).
  • Cook continues to give the DM much more leeway in determining the price tag on items that do not duplicate spell effects. For example, he suggests plate mail +1 should cost 10,000 gp and take 6 months.
Following these guidelines, here are the prices & time requirements for various magic items involving the spell Invisibility:
  • Scroll of Invisibility — 200 gp/2 weeks
  • Potion of Invisibility — 1000 gp/2 weeks
  • Potion of Invisibility — 750 gp/ 1 week (Alchemist with formula/sample)
  • Ring of Invisibility — DM's descretion (at least 10,000 gp/6 months)
Given that a suit of plate mail only costs 50 gp (Holmes) to 60 gp (Cook) and that something as exclusive as a warhorse in barding costs 400 gp, this places even something as relatively inexpensive as a Scroll of Light well out of the price range of what any but the most wealthy could afford. Remember that at least 3 in 20 of these items are going to fail, which makes the endeavor to pay for magic item creation even more expensive.

All of this indicates that Cook is right in his assessment that there are no such things as magic shops — these items are just too expensive to expect there to be any kind of market; however, by including the alchemist in his list of Specialists and Mercenaries he indicates that there is a demand.

The only social stratus that can afford to demand magic item creation is the very rich. Given the inherent danger of this kind of endeavor (at least 15% of items will be cursed), implies either some kind of social pressure that holds enough sway so as to outweigh the possibility of a curse and/or a disquieting level of comfort with all things decadent and corrupt.

Given that the majority of magic items duplicate magic-user spells rather than cleric spells seems to indicate that magic item creation and its inherent risks are primarily an arcane magic-kind-of-thing, possibly even a pagan-kind-of-thing.

Since it is the rich and powerful who are the ones who would demand magic item creation, it would seem that there is an inherent conflict between church and state, where the state is more inclined towards paganism and the arcane power that comes with it and the church is more inclined to frown upon magic item creation of all kinds (possibly even including divine magic items).

The implied Guild structure of magic-user training and the reduced price of scroll creation, however, leave room for a middle way. The church could oversee and sanction certain magic item creation. There might be a mechanism where cooperation between magic-users and clerics reduces the potential harm of a cursed item. Indeed, I might wave the 15% chance in the case of scrolls if the magic-user inscribing them either pays a registration fee or otherwise works in concert with the church directly or through the Guild.

In summary:
  • Magic research and production is both dangerous and expensive.
  • Such research can only be accomplished through a patronage system, where there exists a demand among rich and the powerful.
  • The church sees both the benefits and the corrupting nature of magical research. While overall discouraging such research, it does work in concert with the Guild in order to make sanctioned research as safe as possible.
  • The Guild willingly works in concert with the church because, while greater magic might be possible outside the confines of sanctioned research, it is certainly safer.
  • Any overly-regulated economy is going to have a black market. In this case, given the corrupting nature of arcane magic, the word black is more than appropriate.
  • Given a black market, there is more than likely some kind of Inquisition-type of institution within the church (whether overt or covert) that tries to keep such activities to a minimum.

Monday, June 13, 2011

Holmes & Cook: Book of First Level Spells

In the Magic Spells section of Holmes, there is a very curious sentence. He is giving an example of how to use the table which governs whether or not a magic-user knows a spell (where Intelligence is the determinate). He gives us Malchor, a first level magic-user about to go on a dangerous quest:

His intelligence is only 10 (equal to maybe an IQ of 100!) and he can not have studied and copied into his books all the spells listed under Book of First Level Spells (this list is given later).

Besides the cool factor of such a mediocre prime requisite in an example character (are the other stats just that bad, or does the player really want to play a magic-user?), there is this curious title given the first level spell list — Book of First Level Spells — a curiosity that extends to both second and third level spell lists, which are also labelled as Books.

The example seems to allow Malchor to go through all fourteen spells in this list in order to see if he understands them. According to his Intelligence, he will have a minimum of 4 of these in his spell books and a maximum of 6. Theoretically, therefore, if a magic-user had a 17 or 18 Intelligence, he could have every single first-level spell in his spell book.

In calling his spell lists Books, and by allowing first level magic-users the potential of having any spell from the Book of First Level Spells, there is an implication that there is some kind of standardization in magic-user training. Regardless of who you are, what alignment you have or where you are from, as a magic-user, you studied the Book of First Level Spells. Depending upon your natural aptitude (Intelligence) you learned some, if not all, of those fourteen standard spells.

There are a number of potential ways to explain this:
  • In a society that has moved away from the arcane magics of the past towards divine magic because of the potential corrupting nature of the arcane, it may very well be illegal to know or cast spells outside the Books.
  • There is a highly organized Guild that tightly monitors its members and is the primary source for all higher-level spells. They could also be active in commissioning adventurers in order to find (and therefore control) classical and ancient magic.
  • The Books represents the sum total of everything that arcane spell casters know. All the other knowledge is lost (or kept secret by those individuals who possess them). Given that there is only a flat 20% chance for success when creating new spells and a price tag of 2000 gp per spell level regardless of success, this actually seems rather plausible. What joe-normal magic-user has an average of 10,000 gp/spell level of disposable income to create new spells? It is probably far more economical to hire adventurers to go find stuff than to do the research.

The long and short of Holmes using the phrase Book of First Level Spells is that magic-users are all going to have some kind of shared experience — whether that experience is a Guild, a legal reality, a dearth of knowledge or all of the above.

Update: Another thought just came to mind. Given that Holmes has an entire section of his edition dedicated to explaining the various (and potentially confusing) ways that the word level is used, it would seem to me that the title of the Book of First Level Spells could be tweaked in order to eliminate "level" from spell lists.

Thursday, May 26, 2011

Holmes & Cook: Evil

While answering Roger's question this morning I realized that I had failed to utilize the various spells with Evil as part of their monicker in trying to figure out what Holmes & Cook might mean about evil as part of an alignment system. Between the two, there are four of these spells:
  • Detect Evil
  • Dispel Evil
  • Protection from Evil
  • Protection from Evil 10'r.
Let me begin with the latter two, since they are supposed to be the same spell with a different area of effect; however, since the basic spell is in Holmes and the radius spell is from Cook, we are given two different views on how the spell works:

Protection from Evil — This spell hedges the conjurer round with a magic circle to keep out attacks from enchanted monsters such as elementals, invisible stalkers, demons, etc. [Holmes]

Protection from Evil 10'r. — This spell circles the caster with a magical barrier that will protect all friendly creatures within 10' of the cleric, magic-user or elf. The spell serves as some protection from "evil" attacks (attacks by monsters of an alignment other than the caster's). [Cook]

These two appear to contradict each other. Cook is dealing with an alignment axis of Law-Neutrality-Chaos, so "evil" needs to be redefined — as an alignment other than the caster's. In reality this isn't that far off from Holmes' version, in that Protection from Evil is a reversible spell in Holmes. Thus, it ostensibly protects the caster from those of differing alignments.

What is missing in Cook, however, is the implication that the spell will be ineffective against Neutrals. Intriguingly, though, two of the three examples Holmes gives for "enchanted monsters" have, according to Cook, a neutral alignment.

If, however, neutral = animal then it is possible to say that the spell has no effect on animals and therefore maintain the implication of not affecting neutrals despite Cook's presentation of the invisible stalker and elementals.

Unfortunately, this doesn't say much about evil as an alignment. The examples of enchanted monsters given by Holmes have less to do with alignment than they do with summoning magics. This continues the theme that arcane magic is inherently dangerous and potentially corrupting, but doesn't really say anything to what an evil alignment looks like.

Dispel Evil — This spell will banish or destroy any enchanted or undead monster that comes in range if the creature fails its saving throw vs. Spells. [Cook]

Cook aligns the undead with Chaos, and, as noted above, there are several examples of enchanted monsters that are neutral. Once again, this says less about alignment than it does about the nature of arcane magic.

Detect Evil — A spell to detect evil thought or evil intent in any creature or evilly enchanted object. Poison, however, is neither good nor evil. [Holmes]

Given that the word evil isn't really explained, this, too, isn't much help for defining evil as an alignment; however, it does speak to the notion of meta-gaming. The way Holmes describes this spell, it is possible to detect evil from a Lawful Good creature and completely fail to do so from a Chaotic Evil creature, depending upon the circumstance. Holmes gives the Referee a lot of leeway as to how this spell can be implemented.

I suppose one might be tempted to take these spells and postulate that divine magic is good and arcane magic is evil. Personally, I do not want to go there. From a practical point of view, it appears to prevent magic-users and clerics from being in the same adventuring party. Having someone else's choice of class impose upon everyone else what they can and cannot be is not fun (I've been there with barbarians and paladins).

From a personal point of view, I do not believe that any part of creation is inherently evil. God called His creation very good. What makes something good or evil is in how we use it. This is why I prefer describing arcane magic as dangerous rather than evil.

Monday, May 23, 2011

Holmes & Cook: Strength Spell

The Strength spell, found in Holmes, reads as follows:

Strength — Level 2; Range: 0; Duration: 48 turns
This spell increases a fighter's strength by 2-8 points, a thief's by 1-6 points, or a cleric's by 1-4.

Upon reading this, my first reaction was to say, "to what mechanical effect?" The only mechanic given to the Strength characteristic by Holmes is the 10% experience bonus for fighters with a Strength of 13+. Since he bothers to mention thieves and clerics, Holmes must have something other than experience in mind.

Personally, I can see (and am interested in) three mechanical effects for Strength:
  • Damage
  • Opening Doors
  • Encumbrance
Within Holmes, Damage seems to have the strongest case:
  • Gauntlets of Ogre Power grant an addition 2d4 damage in HTH combat
  • A Potion of Giant Strength grants 3d6 HTH damage
  • Ray of Enfeeblement gives a 25% reduction in damage to its victims.
Encumbrance appears to have the weakest, because there really isn't a codified encumbrance rule:
A character with 600 gold pieces is likely to be considered as being heavily loaded, as the weight of the other equipment normally carried will make the character's load in the neighborhood of 75 pounds minimum (a fighting man will be far more loaded down, but it is assumed that such individuals are trained to be stronger and so able to carry more weight).
Opening Doors also doesn't seem to have much of a case, other than the fact that both Thieves and Magic Users have ways of increasing the odds of opening a door without the monster behind the door learning of their presence.

The duration of the spell (48 turns!) suggests that the spell has something to do with encumbrance or opening doors, rather than damage; however, there is already an encumbrance saving spell (Tenser's Floating Disc) that explicitly states that it can carry 5,000gp. Since encumbrance has such a weak case, I think this eliminates it as an option.

With damage, there are two directions to go: emulate the Gauntles of Ogre Power or emulate Ray of Enfeeblement. The first would add dice to damage rolls and the latter would add a % of the damage rolled. Given that Fighters seem to benefit more than Thieves or Clerics these two options could be parsed thusly:
  • Fighters +2d4, Thieves +1d6, Clerics +1d4 damage.
  • Fighters +50%, Thieves +25%, Clerics +1 damage.
Given that the average damage done per round is going to be between 3.5 and 5.5, the first option is going to be more powerful. One might also simplify the latter to:
  • Fighters +3, Thieves +2 and Clerics +1
When compared to the 2nd level Cleric spell Bless, this last option seems rather balanced. Bless affects a whole party with a +1, whereas Strength would give a potentially higher bonus to an individual; however, Bless lasts only 6 turns.

The base chance for knocking down a door is 2 in 6. If a three tiered bonus were used, it might look like this:
  • Fighters 5 in 6
  • Thieves 4 in 6
  • Clerics 3 in 6
While I am really interested in both versions (and I really like the idea of adding damage dice), I think the 48 turn duration strongly suggests the door opening application, rather than damage. There is also the reality that Ogres are said to have 18 Strength — but that isn't what gives them extra damage because 18 Str characters don't have any damage bonus. The door opening option becomes especially evocative when one remembers Holmes' description of dungeon doors:
Doors are usually closed and often stuck or locked. They have to have the locks picked or be smashed open. A roll of 1 or 2 indicates that a door has been forced open. Of course, if the party has to hit the door several time's before getting their roll of 1 or 2, there is no possibility of surprising the occupants of the room.

The Strength spell, then, becomes an especially useful tool for a party has no thief — it drastically increases the party's chance of surprising monsters in rooms. Even when a party does have a thief, it makes the party that much more stealthy.

Sunday, May 22, 2011

Holmes & Cook: Magic Missile

Inevitably, when dealing with Holmes, one must come to terms with his unique version of the spell Magic Missile. I have to admit, I have been avoiding this. I have never been much of a fan of the spell, especially the more familiar it-automatically-hits version. It seems like such a waste of a spell slot, especially when compared to the much more useful Sleep or Charm Person. Personally I've seen Detect Evil put to better use than a Magic Missile spell.

Thus, knowing that Holmes requires a to-hit roll with his version, I did not much look forward to having to deal with this reality. After spending some time with the actual verbiage of the spell, however, I think the Holmes version may very well be my favorite version of the spell:

A conjured missile equal to a magic arrow, and it does 1 die roll plus 1 point (2-7) to any creature it strikes. Roll the missile fire like a long bow arrow (Missile Fire Table). Higher level magic-users fire more than one missile.

Note that there are two different actions in this description. The missiles are conjured and they are fired. Note also that at higher levels, magic-users fire more than one missile but they don't conjure more than one missile.

The implication is that the conjuring and the firing can happen at different times — how else can a magic-user fire more than one missile if he only conjures one at a time?

Thus, a magic-user could spend his down time prepping a quiver-full of magic missiles (and I personally would limit the possible total amount to one quiver) that could then be fired off as necessary. Given that Holmes deals with levels 1-3, this implies that a magic-user will be able to fire an additional missile per round at 4th level and every 3 levels after that (three missiles at 7th, etc.). These missiles would be all be one-use items that could only be fired by the magic-user who conjured them.

Since it appears that magic-users start off with all the 1st level spells that they know based on their Intelligence, this allows a player to be more creative with their low-level spell choices. One need not go the offensive route. With twenty magic missiles ready to go off whenever they are needed, a player is free to choose a utility spell instead.

This vision of the spell becomes especially evocative when one thinks of the Elf. What else would a bunch of elves have in their quivers other than a score of magically conjured arrows?

Monday, May 16, 2011

Holmes & Cook: Saving Throws

There are some major discrepancies between Holmes and Cook when it comes to Saving Throws. For example, Cook has Thieves begin with worse saving throws than Holmes, but the opposite is true when it comes to Dwarves and Halflings. Cook does answer a pressing question in Holmes — what do Elves save as: Fighting Men or Magic-users? Cook has them somewhere in between (a logical conclusion given Holmes' justification for Elves having a d6 for HD — it falls in-between the d4 of Magic-users and the d8 of Fighting Men).

While all of this is interesting, these discrepancies don't really mean much. Whether or not one chooses Holmes or Cook to begin with, eventually one can only really go with Cook because he is the one who provides saves for higher level characters.

Nonetheless, Holmes does give us a fascinating take on what a Saving Throw is:

Even when a magical spell has been properly thrown, it does not always work. Anyone subjected to magical attack rolls a special die to see if the magic took effect (see below). This die roll is called a "saving throw" because if you roll the correct number (given in the chart below) or any higher number, you are unaffected or "saved."

Note those two very intriguing words: magical attack. Indeed, when he describes Dwarves, he states:

They are sturdy fighters and are especially resistant to magic as shown by their better saving throws against magical attack.

Given the fact that Dwarven saving throws are better across the board than any other class, this means that every time a character makes a save it is against a magical attack.

In other words, the bite of a giant spider and the breath weapon of a dragon are not natural — they are magical. This throws a gigantic wrench into the assumed naturalism used by Gygax, Arneson and their progeny (like myself). It also adds credence to the notion that the Dungeon is a magical, otherworldly place that has its own agenda.

This view, however, doesn't stop me from asking a few questions and making some assumptions from a naturalistic POV. Ignoring the demi-humans for a moment, Clerics have the best saving throws to begin with. The non-spell casters (Fighters and Thieves) have the worst. If one looks at the name-level of each of class, however, while Clerics still have the best saves, Magic-users have the worst.

This seems to indicate that being associated with divine magic consistently makes the Cleric more resistant to magical attacks than any other class. In contrast, while it initially gives them an advantage over non-spellcasters, being associated with arcane magic makes Magic-users more susceptible over time to magical attacks than any other class.

This reinforces the idea that the arcane magics of the ancients, while powerful, are dangerous. It also continues to suggest that civilization has made a move away from paganism towards some kind of Christianity — being strongly associated with the Church helps protect one from the nasty magical effects of the pagan (and ultimately evil) ancient civilization that still plague the world.

This pattern also holds true in context of the demi-humans, where the one race most closely associated with arcane magic (the Elf) is the most vulnerable to magical attacks. It begs the question, however, why demi-humans are overall more magic-resistant than humans.

One simple answer is to assume that the ancient civilization so closely related to powerful arcane magic (and the turning away from God to produce an evil slave economy) was a human civilization. The very close association humans had for so long with such powerful arcane magic made them all far more vulnerable to magic attacks than the demi-humans — especially those that never dabbled in magic like the Halflings and the Dwarves.

Wednesday, May 11, 2011

Holmes & Cook: Religion

One of the interesting implications of the Wand Spells, Ring Spells and Potion Spells found in the Scroll Magic Items table in Holmes is that divine magic is a recent phenomenon. Holmes states:
The spells written on scrolls can be read only by magic users, except the protection spells.

Thus, all of the various spell effects in Wand Spells, Ring Spells and Potion Spells that emulate Cleric spells fall under arcane magic, not divine magic. The implication is that divine magic did not yet exist. Given that Holy Symbols in Holmes are not generic pseudo-pagan symbols but crosses, divine magic finds its source in a pseudo-Christianity if not in Christianity itself. Thus, the transition from the implied ancient civilization of the powerful arcane knowledge found in Wand Spells, Ring Spells and Potion Spells to the current civilization where much of that arcane knowledge is lost and divine magic is present is a transition from paganism to Christianity.

I also find it interesting that so many of the arcane spells available to this ancient arcane civilization are Control spells (Control Dragons, Control Giants, Control Plants, etc.). This implies a kind of Tower of Babel, found in the eleventh chapter of Genesis:
Now the whole earth had one language and the same words. And as they migrated from the east, they came upon a plain in the land of Shinar and settled there. And they said to one another, "Come, let us make bricks, and burn them thoroughly." And they had brick for stone, and bitumen for mortar. Then they said, "Come, let us build ourselves a city, and a tower with its top in the heavens, and let us make a name for ourselves; otherwise we shall be scattered abroad upon the face of the whole earth." The Lord came down to see the city and the tower, which mortals had built. And the Lord said, "Look, they are one people, and they have all one language; and this is only the beginning of what they will do; nothing that they propose to do will now be impossible for them. Come, let us go down, and confuse their language there, so that they will not understand one another's speech." So the Lord scattered them abroad from there over the face of all the earth, and they left off building the city. Therefore it was called Babel, because there the Lord confused the language of all the earth; and from there the Lord scattered them abroad over the face of all the earth.

One of the keys to understanding this story is to understand the phrase "they had brick for stone." When understood metaphorically, the Tower of Babel is a story about a society that not only turns its back on God, but tries to replace God. Therefore, "they had bricks for stone" refers to the human condition. Stones are free individuals, none of whom are exactly alike — each has a unique place in the world. Bricks are uniform. Therefore, people become disposable as society forces all people to be exactly the same. Everyone must conform and be interchangeable. The Tower of Babel is a vision of slavery.

Given the amount of Control spells available to the implied ancient civilization in Holmes, it is very easy to imagine a culture built upon a slave-economy. Thus, while this ancient culture had access to immense arcane power, in trying to exercise that power sans God, it became oppressive and evil. In doing so, they doomed themselves.

It is very easy to imagine a slave revolt led by dragons and giants that brings this ancient civilization to a very abrupt and violent end.

The Quondam (or classical) civilization that existed between this ancient civilization and the current one implied in Holmes could take on several different forms:
  • A Christian civilization who is rescued from the dark era of dragon and giant domination through the coming of Christ. This civilization, for a variety of reasons, is in decline. The current game takes place when the outward regions of empire have been abandoned.
  • A pre-Christian civilization that tries to turn back to God but repeats the same mistakes as the ancients. The coming of Christ marks the end of this classical period — He comes as this civilization is in collapse.
  • A pagan civilization that purposely seeks to regain the power and splendor of the ancients (possibly either lead by dragons or giants or lead by those that see these monsters as liberators). Christ comes to rescue humanity from this slavery. With this version, the current civilization would have pockets of Christians in a sea of pagans still trying to hold on what once was.
Despite the appearance of a negative outcome, the end of the Tower of Babel story is actually a happy ending. As human beings we are properly stones, not bricks. We are meant to have distinct and unrepeatable shapes, sizes and colors. Each of us is called to add something truly unique to the world.

Personally, I find this to be a beautiful image from which to understand and appreciate the OSR. Each of us has a unique way of doing this hobby that we all love. I find it interesting that Holmes — the edition that introduced me to this hobby — so powerfully implies this vision of the game.

Tuesday, May 10, 2011

Holmes & Cook: Potion Spells

There is one more category of ancient spells implied by Holmes in his Scrolls Magic Items table: Potion Spells. Like Wand Spells and Ring Spells, there are those that duplicate known spell effects (Invisibility, Haste [Speed], Fly, Healing, Clairvoyance, Fire Resistance, Levitation, ESP and Polymorph Self); however, there are quite a few that continue to infer an ancient civilization that had immense arcane magic that is now lost.

Clairaudience

This functions much the same as the 3rd level Clairvoyance spell, so it is also 3rd level.

Control Animal

Similar to the Ring Spell Animal Control, it specifies that the spell affects only normal or giant animals, not fantastic ones; however, it does not specify small, medium or large. Regardless 3d6 animals are controlled without a save. This suggests a 5th level spell.

Control Dragon

There are several types of this spell — each one tailored to a specific type of dragon (interestingly, Holmes only has stats for four types, whereas Cook suggests there are six). This spell controls 1-3 dragons and there does not seem to be a saving throw. This suggests a 6th level spell.

Control Giant

Similar to Control Dragon, there are different versions for each type of giant and it controls 1-4 individuals without a saving throw. Another 6th level spell.

Control Human

This is identical to the Ring Spell.

Control Plant

This is similar to the Ring Spell as well.

Control Undead

This controls 3d6 HD of undead, seemingly without saving throws. This seems to duplicate the reverse of Turn Undead. Given that it takes a 9th level Cleric to automatically turn every type of undead, this spell should only be available at 9th level or later. Thus, it is a 5th level spell.

Diminution

The closest extant spell to Diminution is Polymorph Self, a 4th level spell. Since the transformation is less powerful (there is only one form — a 6" tall version of the target), it suggests a 3rd level spell.

Gaseous Form

Similar in effect as Dimension Door (a 4th level spell) without the benefit of not being a gas that cannot affect its surroundings. Thus, it is a 3rd level spell.

Giant Strength

This is a specific version of Polymorph Self, but without the external physical change. This suggests a 4th level spell.

Growth

See Diminution.

Heroism

This is similar to Giant Strength, although it has a diminishing affect the higher level the target. This suggests a 3rd level spell.

Invulnerability

This is a super-version of Protection from Evil and Bless. This suggests 3rd level spell.

Longevity

This is not similar to any extant spell and is extremely powerful. This not only suggests a 6th level spell, but a very expensive physical spell component (say, 10,000+ gp per year gained through the spell).

Treasure Finding

This is similar to the Wand Spell Metal Detection; however, it is more specific. This suggests a 2nd level spell.

Potion Spell Table

  1. Clairaudience (3rd level)
  2. Control Animal (5th level)
  3. Control Dragon (6th level)
  4. Control Giant (6th level)
  5. Control Undead (5th level)
  6. Diminution/Growth (3rd level)
  7. Giant Strength (4th level)
  8. Heroism (3rd level)
  9. Invulnerability (3rd level)
  10. Longevity (3rd level)
  11. Treasure Finding (2nd level)
  12. Roll Twice
As with Wand Spells and Ring Spells, this powerful arcane knowledge is lost and can only be found through adventuring.

Monday, May 9, 2011

Holmes & Cook: Ring Spells

As he does with Wand Spells, Holmes lists Ring Spells under Scrolls in his Magic Items tables. Like Wand Spells, there are those that duplicate known spells (Invisibility, Fire Resistance and Telekineses); however there are several that suggest even more powerful ancient arcane magic than those found in Wand Spells.

Animal Control

Charm Monster (a 4th level spell) affects any one creature like charm person unless they are 3HD or less, in which case 3d6 creatures are affected. Animal Control specifies animals, as opposed to any creature; however, no saving throw is indicated. In addition, 3d6 small animals, 2d8 medium-sized animals or 1d6 large animals are affected. It requires concentration. As such, I think it a 4th level spell.

Contrariness

This is an intriguing special effect. It is a curse that requires its victim to do (nearly) the opposite of what is requested of them. Holmes gives the example that if told not to kill themselves, victims of the spell might attempt to kill others. As a curse, it requires a Remove Curse spell to remove. The closest special effect found in an extant spell in either Holmes or Cook is Confusion (a 4th level spell). It only controls its victims for 12 rounds. This suggests that Contrariness is 5th level.

Control Human

Whereas Charm Person affects one individual, Control Human may affect up to 6HD at one time and all saves are at -2. This suggests that Control Human is a 2nd level spell.

Djinni Summoning

Although Conjure Elemental (a 5th level spell) conjures creatures with a greater HD, a Djinni has several spell-like special abilities. While Conjure Elemental has an indefinite duration (vs. 1 day with Djinni Summoning), it requires concentration and Djinni Summoning does not. Therefore Djinni Summoning is also a 5th level spell.

Plant Control

Growth of Plant is a 4th level spell and affects 3000' sq. Plant Control can affect 1d6 large plants or a 10'x10' area of smaller plants. This suggests a 3rd level spell.

Protection (Plate +1)

Shield grants an AC 2 vs. missiles and an AC 4 in melee. Protection from Evil (1st level) gives a +1 to saves. Thus Protection (Plate +1) is 2nd level.

Protection +1, 5'r.

Protection from Evil 10'r is 3rd level; therefore Protection +1, 5'r. should be 2nd level.

Spell Storing

There really is no extant spell in either Holmes or Cook that is similar to this effect. Given its extreme power and utility, I would say that it requires 1000gp/spell level stored in the object prepared (x10 the amount required to create a scroll in Holmes) and is a 6th level spell.

Spell Turning

This effect is similar to Anti-magic Shell (6th level) which affactes all spells coming in or out, canceling them for a duration of 12 turns. Spell Turning affects 2d6 spells directed at the caster and reflects them back. This suggests a 6th level spell.

Water Walking

Water Breathing is a 3rd level spell. This suggests that Water Walking is a 2nd level spell.

Weakness

This curse affects defense, attack and carrying ability. Curse (the reverse of Bless) is a 2nd level spell that lasts 6 turns. This suggests that weakness (which can only be removed with a Remove Curse spell) should be at least 3rd level.

X-Ray Vision

Wizard Eye (4th level) has a range of 240', has infravision and a duration of 6 turns. X-Ray Vision can see through either 30' (stone, etc.) or 60' (wood, etc.) and has a duration of 1 turn. This suggests a 2nd level spell.

Ring Spell List

  1. Animal Control (4th level)
  2. Contrariness (5th level)
  3. Control Human (2nd level)
  4. Djinni Summoning (4th level)
  5. Plant Control (3rd level)
  6. Protection (Plate +1) (2nd level)/Protection +1, 5'r. (2nd level)
  7. Spell Storing (6th level)
  8. Spell Turning (6th level)
  9. Water Walking (2nd level)
  10. Weakness (3rd level)
  11. X-Ray Vision (2nd level)
  12. Roll Twice
Like Wand Spells, these are ancient spells that have been lost and therefore can only be gained by finding them through adventuring.

Thursday, May 5, 2011

Holmes & Cook: Wand Spells

What is a Wand Spell? This is one of those questions that Holmes forces us to ask, because in his magic items tables under Scrolls is listed the "Any wand spell" scroll without any further explanation as to what Wand Spells are, though it seems that they are spells only usable by magic-users:
Select the spells from the appropriate list by some random method. The spells written on the scrolls can be read only by magic-users, except for the protection spells.
Indeed, when one combines Holmes with Cook there are a number of wands that directly duplicate magic user spells:
  • Wand of Fire Balls (Fire Ball)
  • Wand of Illusion (Phantasmal Force)
  • Wand of Lightning Bolts (Lightning Bolt)
  • Wand of Polymorphing (Polymorph Self & Polymorph Others)
However, this leaves us with eight wand effects that either are unique, or are mechanically different than the spells that they emulate.

Wand of Magic Detection

This wand has a range of 20' and has no given duration (I am assuming this to be instantaneous). The 1st level magic user spell has a range of 60' and a duration of 2 turns.

This is obviously a less powerful spell, but Detect Magic is a 1st level spell. Do we introduce 0 level spells? I am sorely tempted to say that 0 level spells can take up a 1st level spell slot at an exchange for three 0 level spell slots. Thus, this Wand Spell could be memorized three times, but only take up one 1st level spell slot. Personally (though I am tempted to introduce the idea of 0 level spells) I think I would rather have it as a 1st level spell that when cast, allows the caster to use the instantaneous effect three times in a 24 hr. period.

Wand of Enemy Detection

There are no mechanics available for this wand in either Holmes or Cook (the stats are in Moldvay's Basic). Given that other Wands of Detection are 20' and instantaneous, I'll work from there.

The closest spell available that this wand seems to emulate is the 2nd level Cleric Spell Know Alignment. Both Holmes and Cook give this spell a range of 10'; however, in Holmes it has a duration of 2 turns and in Cook it has a duration of 1 round.

The Wand Spell has a greater range, but garners less specific information. The spell level would therefore depend upon which version of Know Alignment is used. If Holmes, then the Wand Spell is 1st level. If Cook, then it is 2nd level.

Wand of Secret Door & Trap Detection

Given that Cook separates these effects into two different wands, I am going to assume that they are two different spells, only one of which has any semblance to an extant spell — Find Traps, a 2nd level Cleric spell. Find Traps has a range of 30' and a duration of 2 turns. Both duration and range are greater than the Wand Spells, which have a range of 20' and are instantaneous. This makes both Wand Spells 1st level.

Wand of Metal Detection

Given that this has similar mechanics to Secret Door Detection (which also has no semblance to any extant spell), I will also classify this Wand Spell as 1st level.

Wand of Fear

The 2nd level Cleric Spell, Cause Fear (the reverse spell version of Remove Fear) causes 1 creature to flee in fear for 2 turns. In contrast, the Wand Spell creates a cone 60' long with a base of 30' affecting every creature within for 1-3 turns. This suggests that the Wand Spell should be 3rd level.

Wand of Cold

Though Cook seems to indicate that Cone of Cold is an extant spell, it does not appear in his spell lists. The wand does the same amount of damage as a Wand of Fire Balls (6d6), which suggests that it should do the same amount of damage as the spell Fire Ball — 1d6/spell caster level. Although the total area affected is smaller than Fire Ball (a 60' long cone with a base of 30 is 900' sq. vs. approximately 1264' sq. of a 40' sphere), that area is a bit easier to control. Whereas fire will conform to what ever space it is in to create the 1264' sq. ft., I can't imagine extreme cold would. This makes the Wand Spell 3rd level.

Wand of Paralysis

The extant spell that has similar effects as the Wand Spell is Hold Person, a 3rd level Magic User Spell. Hold Person only affects humans, demi-humans, and humanoids the size of an ogre or less. Up to 1d4 creatures may be affected, though if only 1 is targeted, it saves at a -2. The duration is 1 turn/caster level. The Wand Spell affects every creature within a cone 60' long and a base of 30'. The duration is 6 turns. This suggests that the Wand Spell should be 4th level.

Wand of Negation

The Wand of Negation cancels the effect of another wand or staff for one round. Dispel Magic affects all magic effects within a 20' x 20' cube, depending upon the level of the spell caster; however, it specifies that it does not affect items. Dispel Magic is 3rd level. I am inclined to make the Wand Spell 1st level.

Wand Spell Table

  1. Cone of Cold (3rd Level)
  2. Cone of Fear (3rd Level)
  3. Cone of Paralysis (4th Level)
  4. Enemy Detection (1st Level) [assuming Holmes trumps Cook]
  5. Magic Detection (1st level)
  6. Metal Detection (1st level)
  7. Negation (1st level)
  8. Secret Door Detection (1st level)
  9. Trap Detection (1st level)
  10. Roll Twice

Wand Spells are of ancient origin and represent lost magical knowledge. They are not available at the beginning of the game nor are they available for purchase through any Wizard's Guild or higher level Magic User. They must be found. Remember, Magic Users must roll according to their Intelligence in order to be able to learn these spells. Otherwise, they can only be used in scroll form.

Friday, August 27, 2010

OD&D Magic Champions Style Part 12

A Call for Comments

I realize that this particular project has not garnered a lot of comments; however, I am asking for feedback on this particular entry. As will become clear, this category requires a lot of interpretation. I don't know that I am happy with what amounts to a rough draft on this category, so I hope that those of you out there who bother to read this will help by chiming in below with your own point of view. Thanks.

Enchant

This is the single most challenging spell category of any that I have found using the Oe rule set. Not only are the mechanics all over the place, but their descriptions are vague and deviate from what has come to be the norm in later editions. The spells:

Charm Person (1)
Affects humanoids. If successful, target is "completely under the influence" of caster until dispelled. Range = 12"

Sleep (1)Affects a variety of creatures depending upon HD. Max = 2d8 creatures of 1+1HD or less. Max HD affected = 4+1 HD (one creature). Range = 24"

Hold Person (3) [2]
Affects 1-4 persons (with a -2 to the save if targeting only 1 person) with a "greater effect" than Charm Person. Duration = 6 turns + spell caster. Range = 12" Cleric version has Duration = 9 turns & Range = 18"

Charm Monster (4)
Same as Charm Person, but affects monsters and charms 3d6 creatures of 3 or fewer HD.

Confusion (4)
Affects 2d6 +1 per caster level above 8th. Causes affected creatures to randomly determine their action during combat. Targets with 2 or fewer HD are automatically affected. Targets with more HD must save every turn for the duration of the spell or be confused. Duration = 12 turns. Range = 12"

Feeble Mind (5)
Affects only other Magic Users. Renders them "feeble-minded" until dispelled. -4 to the save. Range = 24"

Hold Monster (5)
Same as Hold Person, applicable to monsters.

Quest [5]
Similar to Geas, but the target will suffer a curse (determined by caster with Referee supervision) if the quest is ignored. Duration = until quest is complete. Range = ?

Geas (6)
Target must complete a given task. Ignoring the Geas ultimately causes weakness and death. Duration = until task is complete. Range = 3"

Mechanics

There are a few surprises here, which tend to add more confusion than clarify things. I find this descriptor of Hold Person absolutely fascinating, because as someone who came into the hobby via the Holmes edition and 1e, I have always understood it to be some variation of a paralyzing spell. Here, it seems to indicate a more effective version of Charm Person (though what is a "greater effect" than being "completely under the influence?"). This is a prospect that really excites me, because it opens up possibilities. This led to me to seeking out how other editions describe these spells, of which the 1e DMG notes on Charm Person are by far the most helpful:

Remember that a charmed creature’s or person’s priorities are changed as regards to the spell-caster, but the charmed one’s basic personality and alignment are not.

This allows for the possibility that though the victim may be "completely under the influence" it does not change the basic character of that victim. In turn, this allows for "greater effect" to mean changing aspects of that basic character (such as a survival instinct that would counteract freezing in the middle of a combat to allow an enemy to stick you in the gut with a sword).

As exciting as this revelation is, however, there is very little mechanically that is consistent within this spell category. Sleep, for example, is over all mechanically more powerful than Hold Person (greater number of targets, greater range and potentially a greater duration). In turn, Hold Person is mechanically potentially more powerful than Confusion ("greater than completely under the influence" is more powerful than causing random behavior). In addition — again mechanically — Quest and Geas are not that much more powerful than Charm Person. Although they grant some devastating consequences for not obeying, the enchantment comes to an end once one command is fulfilled. In addition, the targets are free to ignore the command (as long as they are willing to accept the consequence) and to go about the command in a disobedient manner. Charm Person is effective until it is dispelled.

In other words, no matter what progression I choose to use for a Champion-style version of this category, it will little resemble the original source material. With this in mind, I am simply going to proceed with mechanics stripped out of the source material to create a base spell and largely ignore trying to duplicate that source material because it is largely an impossible task.

  • Duration = until task is complete, 6 + caster level turns (12 turns), until dispelled
  • Range = 3", 12" (18"), 24"
  • Area Effect = 1 person/creature ≤ 4+1 HD, 1 person/creature of any HD, 2d6 + 1/per caster level above 8 creatures
  • Special = saving throw penalties/automatic success, curse or withering death if command not followed.
  • Target = humanoid, monster

Base Spell: Target must make a save or be compelled to carry out one command by the caster. Target is free to carry out this command in a manner that reflects their basic personality and alignment. Duration = until the task is complete. Area Effect = 1 person of 4+1 HD or less. Range = 3". Target = humanoid.

The following add 1 level:
  • Duration = 6 + caster turns (and thus possibly more than one command).
  • Range = 12"
  • Area effect = 1 person/creature of any HD
  • Save at penalty -2
  • No save for creatures with less than 1/3 of caster level (1/2HD at 2nd level, 1 HD at 4th level, 2 HD at 7th level, etc.)
  • Target = monster
  • Target's basic personality & alignment are subject to change at the will of the caster

The following add 2 levels:
  • Duration = until dispelled
  • Range = 24"
  • Area Effect = 2d6 creatures + 1 per level above 8
  • Save at penalty -4
  • Some kind of withering disease or curse affects the target when they do not fulfill the command(s) of the caster.

Example spell Feeble Mind
6th level spell. Target must make a save at -4 (+2 levels) or be compelled to carry out a single command of the caster. If the target refuses, their Int will be reduced to 3 (+2 levels). Magic Users will lose all memorized spells. Duration = until task is complete. Area Effect = 1 person of any HD (+1 level). Range = 3". Target = humanoid.

Again, please take the time to critique. I appreciate it.