Etichette

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martedì 7 gennaio 2025

Almost Vancian

One of the typical elements of old school games, especially clones or evolutions of the original D&D, are magic rules where wizards memorize spells and when they cast their magic they unmemorize them, the Cast & Forget magic system.

In this article we will present some magic objects that will allow to experiment  with variations of the magic system without changing the rules of the game, in fact as it seems obvious magic objects can always be destroyed or stolen where deemed unsuitable.

If you want to make the changes more structural, the objects can be transformed into objects that every wizard can create with a certain ease, in this case it is suggested to transform each object presented into an object magically "linked" to the wizard and that can be created by learning a specific first level spell (like the Find Familiar spell).

Such 1st level spell will require the expenditure of at least 1000 gold pieces in magical and precious materials, a casting time of at least a week and the sacrifice of at least one attribute point (strength, constitution or dexterity) that cannot be recovered until the object is destroyed, when the bound object is destroyed the wizard must make a saving throw vs. death or lose that point permanently; in any case upon the destruction of the object the wizard loses consciousness for 1d20 turns.

       
Hat of Memorization With this magic item, the wizard can attempt to memorize spells without having a spellbook. To do so, follow the normal rules for memorization, but make a saving throw vs. spell (modified by your intelligence bonus and with a penalty equal to the spell's level) to see if memorization occurs or if you lose the memorization slot until your next rest period.

 Note: This item is not particularly powerful, and some OSR games, such as the Basic Fantasy Role Playing game, allow memorization without a spellbook as an optional rule.
Note: you can make the memorization automatic.


Librarian's Ring This ring allows the wizard to improvise a spell as long as it is a known spell. In order to activate the ring's power, the wizard must consume a memorized spell of a level equal to or higher than the one he wishes to cast; he will then make a saving throw vs. spell (modified by the intelligence bonus and with a penalty equal to the spell's level); if the saving throw succeeds, the wizard can cast the desired spell; if the saving throw fails, the wizard will cast a random spell from those known of the intended level.

 Note: the need to use a memorized spell and the risk of not controlling one's magic make this possibility a resource that is not particularly abusive.


Staff of Concentration This powerful magical staff allows you to make the most of your magic, when the wizard decides to use the power of the staff he can cast a spell without losing its memorization, the wizard must however make a saving throw vs. spell (modified by the intelligence bonus and with a penalty equal to the level of the spell) or faint for 2d6 turns. Once used, the staff becomes unusable until the wizard meditates on it for at least 3 turns.

 Note: of the objects presented this is probably the most powerful and in fact it is potentially the riskiest as well as not being usable continuously.


Note: this article was presented in Italian on this blog here: https://d20d12.blogspot.com/2013/03/vanciano-ma-non-troppo.html

domenica 24 novembre 2019

Specialization spell for before 1st era games

Art by Luigi Castellani from the "Spears of  the Dawn" free art pack
The rule in brief: with this rule every spell-caster can specialize in a particular type of magic, when they specialize they will learn a "specialization" spell for each spell level they can use, such a spell when cast will let the caster choose a specific effect between a short list of spells (5 for each level usually) at the moment of casting.

This article is a modification of the Instant Spell Recall a spontaneous magic option for Vancian OSR systems rules. By changing a few assumption it catch 2 birds with one stone. In fact it represent specialization and it gives mage spontaneous magic in the framework of Vancian magic (cast and forget). Furthermore such a specialization can be also be seen as pact magic, as the spell can be easily represented as a special kind of magic that can be learned only if the spell-caster makes a pact with supernatural entity (gods, daeva, demons, faeries, dragon, immortal, aliens or whoever is able to give spell knowledge).

The spell for each level are are very similar to the ones presented in the previous article with the presence of a 1st level spell that let the spell-caster chose between 5 cantrips/orison (0th level spells)

Specialist Spontaneous Spell 0 - cantrip (1st level spell) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S + spell components
Description: When the spell-caster cast this spell she is able to cast a single spell from a list of 5 (five) 0th level spells, the list is defined by the mage specialization.

Specialist Spontaneous Spell I - 1st level (2nd level spell) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S + spell components

When the spell-caster cast this spell she is able to cast a single spell from a list of 5 (five) 1st level spells, the list is defined by the mage specialization.

...

Specialist Spontaneous Spell VIII - 8th level (9th level spell) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S + spell components

Description: When the spell-caster cast this spell she is able to cast a single spell from a list of 5 (five) 8th level spells, the list is defined by the mage specialization.

Once a specialization is chosen it's the same for each spell level (the Game Master can opt for multiple specialization but this should be unusual and with some restriction). Furthermore the GM can decide that such a specialization is at the cost of prohibited spells/schools or (for pact magic) at the cost of specific geas/quest.

let's see how two list of common specialization spells would look.


Spell 
Level
Black Mage
White Mage
1'
2'
3'
4'
5'
6'
  • Atonement F X: Removes burden of misdeeds from subject.
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  • Hallow M: Designates location as holy.
  • Raise Dead M: Restores life to subject who died as long as one day/level ago.
  • True Seeing M: Lets you see all things as they really are.
7'
8'
9th
  • Antimagic Field: Negates magic within 10 ft.
  • Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
  • Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
  • Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
  • Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.


sabato 13 aprile 2019

Inner book a repertoire of spells for old school spell-users

Art by Earl Geier
from Scarlet Heroes free Art Pack
The Inner Book is a small list of spell that the spell-user can memorize even without a physical copy of her spell-books, it is a spell book existing in the spell-user mind, a sort of specialized form of photographic memory.

Use of the Inner Book
The spell impressed in the Inner Book can be memorized as if the mage had a spell book, the time to memorize a spell is double the normal time of memorization.

Max number of spell in the Inner Book
The number of spell that can be impressed in the Inner book is 5 plus Intelligence bonus (Or half Intelligence value rounded down).

Cost of impressing a spell in the Inner Book
The cost to impress a spell in the Inner Book is 100 gp per level of spell and the use of the same spell from memory, the procedure will take 1 day per level of spell.

Cost of erasing a spell in the Inner Book
To free space on the book the cost is much higher, to erase a spell the mage need 1 week per level of spell to be erased plus 1000 gp per level of spell.

Problems from having spells in the Inner Book
To have even a single spell in the Inner Book means that the character is obviously a spell-user, he will have magical markings moving on his skin, an eerie demeanor and a general -2 to reactions from mundane people.

This article give a way to create a repertoire of spell that can be used for the polyspells presented here: Polyspell an option for spontaneous casting, a middle step between classic vancian and sorcery

Furthermore this article works well with the Recharging Spells a Vancian optional system for AD&D and OSR

venerdì 8 marzo 2019

Human as demi-humans in OSR rule systems

Art by Andrew Krahnke
from the Spears of the Dawn free art pack
The Adventurer Conqueror King System has one of the most extensive tool set to build balanced custom class, firstly presented in the Player's Companion and then extended in books and articles (most notably in the Heroic Fantasy Companion with a lot of new classes and some magical systems and the Barbarian Conquerors of Kanahu with a lot of racial values).

The class system has also a "custom race" value that helps the creation of demi-human classes.

What we did was to create a "human custom race" in terms of the ACKS class system on one hand to recreate the already presented human classes and on the other to have ready tools for creating new human classes. We already had human with racial levels in Barbarians Conqueror of Kanahu (page 143 of the book Terran Custom Classes).

Why? Well the principal reason was to had a way to recreate the more advanced classes of Advanced Dungeons & Dragons in ACKS terms, thinking of this I had also an inspiration to add a little more fluff to this article.

The First Empire (1st E.)
The First Empire, the Empire, the Great Empire was the first to unite Human, Dwarf, Elves and others under One banner, was the first to control the eight seas and the one hundred thousand rivers. The first, and only one, to dominate the world for ten thousand years. The First Empire was truly cosmopolitan, and the various race mixed freely, after ten thousand years the humans of the empire were a little more sophisticated than the barbarian from outside the empire, an unique mix of different bloods, culture and traditions made them special. Only the First Empire Human can hope to follow the paths of the thousands of special martial and magical traditions (classes) that flourished in the First Empire.


1st E. Human Value
Value
1st E. Human
Cost*
Max Lvl
4
 Human + Thievery 4 (15 skills) 
 1500 
9
3
 Human + Thievery 3 (10 skills) 
 1000
11
2
Human + Thievery 2 (5 skills) 
 500
12
1
Human + Thievery 1 (3 skills) 
  300 
13
0
Human (Heroic Spirit)  
0
14

*NOTE: the cost of Heroic Spirit is not much (maybe 25 xp) so I decided to balance this to fudge the numbers. I'll lower the cost of  0 Value in Human so to not mess the cost of existing classes, and I will increase progressively the cost of the additional Thievery. To keep it nice I have simply calculated a cost of 100 xp per number of Thief skills.

Giving Humans a Thievery value permit the creation of a great number of custom classes since the Thief skills from the thievery value can be converted in various powers with the "custom powers trade-offs" rule

Here an example class built with this system


Art by Luigi Castellani
from the Spears of the Dawn free art pack

1st E. Human Loremaster (hd 1d4, max level 12th)
Mage 4, Human 2

Loremaster are mages specialized in knowledge and languages. They roam the world in search of knowledge both mundane and arcane and so are easily encountered in adventuring party.

The character will have all the ability and spells of the standard mage.

This character will advance to 2nd level at 3000xp, human 2 will give him thievery 2 (5 skills).

Custom Power Trade off (First Draft)
1: 1 skill at 1st level
2: 1 skill at 2nd and 1 skill at 12th
3: 1 skill at 3rd and 1 skill at 11th
4: 1 skill at 4th and 1 skill at  10th

5: 1 skill at 6th and 1 skill at 8th

1st E. Human Loremaster level progression
Experience 
Title
 Level 
 Hit Dice 
Powers
0
Scholar
 1 
1d4 Loremastery 
3'000
  
 2
2d4 Prestidigitation 
6'000
 3
3d4 Bonus Languages (+4 languages) 
12'000
  4 
4d4 Read Languages
(at will, casting time 1 turn)
24'000
5
5d4 --------
48'000
Doctor
6
6d4 Speak with Animals
(1/hour, casting time 1 turn)
100'000
7
7d4 -------
200'000
8
8d4 Speak with the Dead
(1/8hour, casting time 1 turn)
300'000
  Loremaster  
9
9d4Speak with Plants
(1/day, casting time 1 turn)  
500'000
  Loremaster of the words
10
9d4+1Command of Voice 
700'000
   Loremaster of the planes 
11
9d4+2 Contact Otherwordly Powers
(1/week, casting time 1 turn)
1'000'000
  Loremaster of the ages 
12
9d4+3 Longevity


sabato 2 marzo 2019

Health Dice a different use of Hit Dice for OSR and 5th edition

Art by Luigi Castellani
from the Spears of the Dawn free art pack
Health Dice
The basic idea behind this article is that Health Dice (HD) are fixed (10+Constitution bonus) and the type of die (d4, d6, d8) is determined by the character class.

Hit Points (HP) are, as before, just based on class and level.


In this system HP will better represent the ability to avoid fatal damage, while HD will represent the capacity of the character to recover HP.

Furthermore HD are recovered slowly and so they will represent the overall status of Health and Stamina of the character.

Number and type of Health Die (HD)
Each character will have HD equal to 10+Constitution bonus (-3 to +3) and the type of dice will be based on their class (in an OSR game we will have: Magic-Users d4, Hybrids d6, Warriors d8).
So a Fighter (d8 HD) with Constitution 13 will have 11d10 HD, a Mage (d4 HD) with Constitution 7 will have 9d4 HD.

HP recovery
As for 5th edition rules you can recover one or more (HD+Con bonus) during a "short rest" (anything from 10 minutes to one hour of rest).

HD recovery
As in 5th edition you will recover half maximum HD for each "long rest" (a full night of sleep) .

Cure Wounds
Cure spells (and  cure spell from wands, scroll and the like, potions and elixirs could make exception) should work in a slightly different manner (specially when this rules are used with the Recharging Spells rules).

Each Cure spell when used on a character will work by instantly giving the effects of a powered up "short rest", a cure spell will consume 1 HD from the receiving character that will recover (1+level of the cure spell)*(HD).

EG: a character with d8 HD will recover 2d8 from a 1st level Cure light Wounds and 5d8 from a 4th level Cure Critical Wounds, while a character with d4 HD will recover 2d4 from a 1st level spell and 5d4 from a 4th level spell.

Wounds, Fatigue, disease and other ailments
Optionally such rules can add a simple way of tracking various long term ailments of the character.

The recovery of some or all the HD can be blocked by specific conditions that can be removed by specific remedies.


Wounds
Wounds are long term damage that the character will get when he goes to 0 HP, at 0 HP a character is Knocked Out and is wounded or dead.

The severity of wounds can be rolled with various systems. The use of a Death and Dismemberment table is a good option (here an example and some link to other tables: Morte e Mutilazione).

Another very quick system could be this one: calculate the number of hp beyond zero and roll as many HD as needed to match that numbers of points, the number of needed HD represent the severity of the wound. To get back the ability to recover that HP you must first fully heal that wounds. 1HD need 1 day, 2 HD 1 week, 3 HD 1 month, 4 HD 1 season, 5 HD 1 year (heal), 6 HD permanent (regeneration), 7+ HD death.

Diseases and Poisons
A disease will block the recovery of 1 or more HD, each disease will have it's special effects.

E.G.: The red death: who gets this disease will have to do one saving vs death (or a Constitution save) each day for 15 days in a row, for each failed save he will lose one HD (zero HD means death). If the character don't die after 15 days he will recover one HD each day of full rest.

Energy Drain
Energy Drain will take away HDs (instead of levels) at 0 HD the character will die and possibly come back as an undead, such HD will be recovered only by the use of "restoration" or "wish" spells.



Designer's Notes
The idea of this rule come from the necessity to synchronize the rules for magic (presentend in the article Recharging Spells a Vancian optional system for AD&D and OSR)  with the rules for HP.

The overall guiding idea is to change the economy of innate character resources by giving more resources to low level characters and lesser resources to high level character and at the same time without changing the economy of the resources that the characters can use in a single encounter.

The net effect hoped for is to have a more homogeneous feel when playing low level characters (1-6) and high level characters (14+).


Enjoy!

martedì 27 marzo 2018

Recharging Spells a Vancian optional system for AD&D and OSR

Art by Luigi Castellani from the "Spears of  the Dawn" free art pack
This article presents a variant magic system for Old School systems that use fire and forget (or vancian) magic. 

It is a streamlined version of the italian article "Memorizzare, Caricare e Lanciare incantesimi" (which is full of options built on this same rule).

In this system the mage don't lose memory of the spell when cast but only lose the magic energy charged in the spell, memorization works as usual (15'xlevel of spell to be memorized after a night sleep) but we will call it spell locking, casting spells works as usual, the big difference is in charging spells (spell caster have 30 points/day that can be used to charge spells), charging take about 1'xlevel of spell and can be done after a turn or more is gone without spell casting.

The system in a nutshell

1) Spell Locking

2) Spell Charging
3) Spell Casting


1) Spell Locking

In this system memorization is permanent (spell locking) until the spells memorized are changed with a new memorization. Spell locking follows the usual rules for memorization: the mage must be rested, needs his books, needs about 15'xlevel of spell to lock a single spell. 
Optionally it could be wise to enforce the rule of bulky and expensive books, so that the mage has to get back at his tower/library to change spells.
Notice that a spell must be "locked" multiple times to allow multiple casting during a single battle.



2) Spell Charging

After spells have been locked in the spell-caster mind they must be charged. 
Spell casters have 30 "Charge Points" each day (they regain them after a full night of sleep).
To charge a spell the magic user need to concentrate for 1 minute per spell level (so if you want to charge 3 first level spells you need 3 minutes, 3 3rd level spells you need 9 minutes, 2 1st and 2 2nd need 6 minutes). Spell charging can happen only after 1 turn has elapsed from the last spell casting (Optionally the lag can be upped to 1 turn per level of the highest spell used).



3) Spell Casting

Charged spell can be cast as for normal rules (the only difference is that only the charge will be lost, the locked spell will remain ready to be charged again).





Designer Notes

This system introduce a big change in the economy of spells while keeping the system almost identical during combat.
The idea is also to give a little more power to low level spell caster (since they will be able to use more spells during the day), while keeping high level spell caster in check but more "adventurous".

Notice that if a spell caster want to be able to cast 2 times the same spell in the same battle he have to "lock" it 2 times, just as before when a magic user that wanted to be able to cast 2 lightning bolt needed to memorize it 2 times.


I chose 30 "charge points" considering that in 1st edition a magic user could memorize up to 8-12 hours (32-48 spell levels), from this I considered a number that was level independent.


Obviously you can change this number to better suit your campaign and fine tune the level of magic.