Showing posts with label Wizards. Show all posts
Showing posts with label Wizards. Show all posts

Monday, December 10, 2012

On alternatives to spell research

MAGICAL APPROPRIATION - AN ALTERNATIVE TO SPELL RESEARCH

In a recent discussion regarding the acquisition of magic in Wampus County the idea that on the frontier normal magical research isn't appropriate, and that perhaps magic (in the form of new spells) can be taken directly from the land and its spirits was discussed.  This, combined with a stodgy and restrictive magical establishment, makes the frontier a beacon for wizards, a sort of magical gold rush.

Weird psychedelic painting - seemed appropriate

Friday, June 29, 2012

Mr. Sandman, Send Me a Dream.

So Magic Missile is all well and good, but Sleep is the most commonly used spell in my games.  I don't think that sleep spells need to be specifically sleep, mechanically the spell simply causes  immobilization that can be broken by forcefully disturbing the target.

Anything that stuns, traps or immobilizes seems to work.  Sure Color Spray, hypnotism and hold person also do these things, but with different mechanics, and most of these sleep spell re-skinnings could apply to those spells as well.

The image on the left is Maxfield Parrish's "Sleeping Beauty"I think, and even if it looks like something that Grandmother would have loved, it's a cool painting I think.  It also suggests that sleep spells needn't be violent, NPCs might pay to have sleep cast on them if it provided nice dreams, or untroubled rest for the ill.

Here are some sleep alternatives in the spirit of the Magic Missile ones from yesterday.

Thursday, June 28, 2012

A Barrage of Magic Missles

Just say No!

Thoughts on Spells, specifically Magic Missile, and a table of re-skinned Magic Missiles

In the most recently posted play report the players ran into their first real use of arcane magic by enemies.  They arguably did some things wrong, Lemon could have prevented the elven gangsters from casting magic missile or sleep by counter-spelling under my rules, but didn’t.  Maybe blazing away with his pistol was the better choice,  but he very narrowly survived a double magic missile from the gang leader (E F5/MU3).

Still that’s not the point, the question I think one faces when using the limited spell menu “Vancian” style of magic in classic fantasy RPGs is making it exciting.  There were only four  spells used in the last play report: sleep, color spray, hypnotic pattern, and magic missile. Vancian magic can easily become like magic in video games, a dull tactical exercise in husbanding resources and optimizing their use.  More specifically enemy casters become tactical challenges (can we knock out that magician before he casts fireball?) rather than powerful mystical menaces.  Likewise low level magic-users just seem like hapless technicians.
One advantage that tabletop/live RPGs have over video games is that the world is dynamic and organic.  It is generated out of play and not scripted.  Magic can likewise be unscripted in its effects, even as the mechanics are clearly defined.  In my campaign world every magic-user basically knows sleep and magic missile – even in other campaign these spells are the favorite go to magic for beginning magic-users (maybe burning hands for the daring or tough mage).  Magic Missile is a highly mechanically elegant spell: simple, well-scaled, and useful – it’s also exceedingly bland because of that.   Still that dynamic world, magic missile needn’t simply be a bolt of searing arcane light, it needn’t be a bolt at all really.  As such, below is a table of alternate magic missiles from the mundane to the absurd that are intended to give character and mystery to the simple spell and an escape from the idea that all magic practitioners learned from the same book.

Below is a D30 table of alternatives - pick, roll or extrapolate.

Tuesday, June 5, 2012

Wicked Interlopers

The soldiers of Feldmarschall Oberkommando are subject to a brutal training regimen.
Here's a table of random wizards that I am saving for later, Hexamacht will become important if the PC's keep heading into the wilds, but this lot represent his enemies and competition South-West of Denethix.

Sunday, June 3, 2012

Ubi Mel Ibi Apes

Wizards are a key element of ASE, individuals of every walk of life driven insane by super-science or sinister magic. Not many are strictly human, and all are very dangerous.  Wizard's represent the real power in the Land of 1,000 Towers and it's only a matter of time before any party of PC's will have to tangle with one or more of them.  Below is the write up for one such Wizard, Hexamacht the Apiagimon. Should my party continue to wander South-West of Denethix Hexomacht has a good chance of becoming a major part of the campaign, either as a patron or big-bad.  I kind of like Hexamacht, he's more a tragic figure than a cackling villain, but that's not going to stop him from being a horrible danger to civilization.

HEXAMACHT the APIAGIMON -Android Entit
Hexamacht
the Apiagimon

Android/Wizard (Fighter 7)

STR: 16 +2 melee hit/damage
INT: 15 (Special)
WIS: 12 No Bonuses
DEX: 16 – 2 AC/+2 missile to hit
CON: 19 + 4HP/die
CHR: 15 -1 Reaction Rolls

HP: 57
AC: -1 (w/DEX bonus)

Equipment: Integral clockwork armor (as platemail +1), +3 Golden nanocluster longsword (1d8+3), Heat-ray beamer (1D8 as laser pistol with 10' cone area of effect), Giant Riding Bee, Pouch of (25)100gp gems. All of Hexamacht's magic items will melt into a fine golden grit within 1D4 days of his death.

Abilities: Resist Magic 25%, Immune to poison, sleep and charm.
Detect invisible (65%), Speak with insects. Regenerate 2HP per round.

Alignment: Lawful – A cold machine intelligence that seeks to encourage agricultural renewal and order.