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

Wednesday, 7 December 2016

Updated Illusionist Spell: Chromatic Orb

This spell was featured in the expanded illusionist spell list in AD&D Unearthed Arcana. I like the effects, but it's always struck me as weirdly balanced: almost useless at low levels and very powerful at high levels. This isn't a feature I'm fond of, so, as part of the work on my Complete Illusionist, I decided to try to come up with a version more to my taste. Here you go:

Chromatic Orb

Level: 1
Duration: Instant
Range: 60’
Cost: 25gp - 1,000gp (gem of appropriate colour)
This spell harnesses and amplifies the pure hue and intrinsic properties of a gemstone, which must be in the illusionist’s possession. Light is conjured in the heart of the stone, refracted, and amplified, conjuring an orb of pure colour in the illusionist’s hand. The orb may be hurled at an opponent within range, requiring a normal attack roll, with a +2 bonus. If the orb misses, it dissolves without effect. Otherwise, the orb inflicts damage on the target and another effect depending on its colour. The illusionist may conjure an orb of one of the following colours, depending on his experience level:

Level
Colour
Damage
Effect
Gem Value
1st or greater
Pearlescent
1d4
Light
25gp
2nd or greater
Ruby
1d6
Heat
25gp
3rd or greater
Flame
1d8
Fire
25gp
4th or greater
Amber
1d10
Blindness
250gp
5th or greater
Emerald
1d12
Stench
250gp
6th or greater
Turquoise
2d8
Magnetism
250gp
7th or greater
Sapphire
2d4
Paralysis
250gp
10th or greater
Amethyst
None
Petrification
1,000gp
12th or greater
Ashen
None
Death
1,000gp

The gemstone must be of at least the value listed and must be of an appropriate hue. It is consumed by the spell.

Chromatic orb effects:

  • Light: Light in a 60’ radius for one round per caster level.
  • Heat: If the target fails a save versus spells, they suffer -1 to attacks and AC for one round. The heat of the ruby orb may also be used to melt ice -- up a cubic yard.
  • Fire: All flammable objects within 2’ of the target are set alight. If the target fails a save versus spells, flammable objects (e.g. clothing, hair, etc) on its person are also set alight. This inflicts 1d3 damage for three rounds, unless the target spends a round extinguishing the flames.
  • Blindness: The target is blinded for 1d4+4 rounds, unless it makes a saving throw versus spells.
  • Stench: A 5’ radius cloud of stinking vapours erupts around the target. Any within the cloud (including the target) must save versus poison or be overcome with nausea -- unable to act except to move at half movement rate. Once leaving the cloud, the nausea subsides after 1d4 rounds. The cloud is permanent but usually disperses after one turn.
  • Magnetism: The electrical energy of the orb strongly magnetizes any metal objects on the target (e.g. armour, weapons) unless a save versus spells is made. The magnetic charge lasts for 3d4 rounds and causes metal objects to stick together, typically making attacking impossible and causing a -2 penalty to AC.
  • Paralysis: Unless a save versus paralysis is made, the target is paralysed for 5d4 rounds.
  • Petrification: The target must save versus petrification. Failure means that it turns permanently to stone. Success means that the target is slowed for 2d4 rounds -- only able to move at half the normal rate and attack or cast spells every other round.
  • Death: The target must save versus death. Failure means that it dies instantly. Success means that it is paralysed for 1d4 rounds.


Tuesday, 29 November 2016

New Vivimancer Spell: Divide Ancestry

Want to rid yourself or your friend of that embarrassing goblin heritage? Not averse to murder? Then try this vivimantic procedure!

Divide Ancestry
Level: 4
Range: Touch
Duration: Instant
Casting Time: 1 day
Cost: 150gp (drugs)

Cast upon a creature of half-race (e.g. a half-elf, half-goat, half-goblin, etc), this unusual procedure causes the subject's body to split permanently into two halves: one pure-blooded being of each parent race. The resulting beings are fully independent and begin their divided existence with identical memories and mental faculties, though the former diverge immediately -- there is no telepathic bond between them. Any talents related to one side of the ancestry are possessed only by the corresponding being.

During the procedure, the subject must be kept under the influence of deeply soporific drugs to the value of 150gp.

Tuesday, 22 November 2016

The Complete Illusionist? (Plus New Spell: Unreal)

Since I started collating the illusionist spells that I've developed over the last few years and discovered that they number "quite a few", I've not been able to stop thinking about doing a proper Complete Illusionist book. I've looked at the spell lists and it looks like I actually only need a couple of dozen spells more in order to reach a nice number of spells per level. (I'm looking at 30, 24, 24, 18, 18, 18, 12, 8, 8 -- from 1st to 9th level.) Seems eminently doable! So, two things:

Firstly, call for contributors! If you have some new illusionist spells written up, send them my way! (Either to the email address in the sidebar of the blog or in g+.) I'm especially looking for spells of level 3 or above, up to ninth level.

If I include a contributed spell in the book, you'll be credited and I'll send you a free copy of the PDF. If someone sends me loads of spells that I'm into and I include four or more in the book, I'll also send you a print copy.

Get those illusionist thinking caps on! (Fez's I suppose.)

Secondly, here's a new spell:

Unreal
Level: 8
Duration: Permanent or 1 turn per level
Range: 60’

Rather than creating an illusion of a something real, this spell creates an illusion from something real. A non-living, non-magical object of up to 10’ cube in size or a single creature may be affected. A creature may save versus spells to resist.

If the spell successfully takes effect, the target ceases to be real, becoming an illusion of itself. It may be seen, heard, smelt, etc, but is completely intangible. For example, a solid section of wall made unreal may be passed through, though it appears solid; a person made unreal continues to act freely, but cannot physically interact with anything.

Objects targeted by this spell become permanently illusionary. Targeted creatures return to their normal state after one turn per level of the caster.

Sunday, 20 November 2016

New Illusionist Spell: Imaginary Companion

This spell popped into my head just after waking this morning. Illusionists have been on my mind a bit, recently, as I recently started collating all of the expanded illusionist material which I have -- some from the original Theorems & Thaumaturgy and some as-yet unpublished spells -- and discovered that I have a total of 48 new illusionist spells. I've always wanted to do a proper expanded illusionist class, so this might be the catalyst.

Imaginary Companion

Level: 2
Duration: Permanent
Range: 0
Casting Time: 8 hours
Cost: 100gp

Inhaling the smoke of a mixture of rare, psychoactive herbs (cost 100gp), the illusionist falls into a deep sleep lasting for 8 hours. During this slumber, the illusionist’s spirit wanders in distant regions of dream where denizens of the Dreamlands may be contacted. The illusionist experiences a dream of great vividity and significance, wherein he encounters a kindred spirit in the dream world and enters into a soul-binding pact with it. Upon waking, the presence of the dream spirit remains with the illusionist at all times. The illusionist can see and speak with the dream spirit as if it were physically present. The entity cannot, however, normally be perceived by others. Thus, depending on how openly the illusionist interacts with the dream spirit, others may be led to question his sanity.

Despite being normally imperceptible to others, the imaginary companion is, in fact, semi-real and should be treated as an NPC companion of the illusionist, present wherever he goes. It is able to interact with the physical world as follows:
  • The imaginary companion may freely interact with inanimate objects, having the force to carry up to 20lbs or drag up to 40lbs (equivalent to a STR rating of 3). Any who witness the companion interacting with objects may save versus spells. Failure indicates that the companion becomes faintly visible.
  • If directed to interact with a living creature, the target may save versus spells. If the save succeeds, the imaginary companion is not able to interact with the target. If the save fails, the target becomes faintly aware of the dream spirit and two-way interaction is possible.
  • Creatures which can see invisible and the like are always aware of an imaginary companion, though may save, as above, to prevent it from interacting with them.
  • The companion has an Armour Class of 7, 2d4 hit points, and an attack doing 1d3 damage. It may be damaged by non-living forces (fire, cold, crushing, etc) and by any living creature who is aware of it (see above).
  • It has a movement rate of 90’ (30’), either walking or flying up to 10’ above the ground. The companion may not move more than 90’ away from the illusionist. If forced to do so, it suffers 1d4 damage and disappears entirely, reappearing only after the illusionist gets a night’s sleep.

The nature of the soul-connection between the illusionist and the imaginary companion is such that the illusionist’s hit point maximum is increased by the number of hit points the companion has. However, if the companion dies, the illusionist instantly and permanently loses these additional hit points.

Many types of dream spirit may be summoned by this spell to become the illusionist’s imaginary companion. In the waking world, they are typically intelligent entities of human size or smaller with capricious, mischievous, or contrary personalities. The following chart provides some ideas, but many more creatures are possible.

  1. A small cat with swirling, yellow/purple eyes and violet fur.
  2. A transparent owl, apparently made of crystal.
  3. An opposite-sex replica of the caster.
  4. A miniature, creeping bear with human mouth and hands.
  5. A slender, albino child.
  6. A miniature, black wyvern.

Tuesday, 18 August 2015

New Elementalist Spell: Skyland

As I've been working on the revised Theorems & Thaumaturgy, I've needed to fill in a few gaps here and there in the spell lists. Some new spells have thus crept their way into the revised book :) Here's one, for the elementalist. (You may notice the extended "stat block" -- all of the spells in the revised edition have these extra details, as appropriate.)

Skyland
Level: 8
Duration: Permanent
Range: 0
Casting Time: 1 hour
Elements: Air, Earth
Schools: Enchantment
The ground beneath the elementalist's feet rumbles, grinds, and, at the end of the hour-long ritual, cracks and rends as a rough hemisphere of earth and stone separates from the surrounding matter and ascends into the sky. The size of the hemisphere depends on the elementalist's experience level: a 40' diameter area at 15th level, increasing in overall breadth by 20' per level above 15th  (a 20th level elementalist may thus levitate a 140' diameter hemisphere). (It may, at the Labyrinth Lord's discretion, be possible to further increase the size of the skyland by augmenting the ritual with sacrifices of precious substances or magical items of great value.)

Once untethered, the rocky hemisphere floats at a height of 150' above the surface of the earth. Casting this spell underground has no effect and, even when aboveground, the presence of any form of building in the affected area prevents the enchantment from taking hold. Buildings may, however, be constructed freely upon the surface of the hemisphere once it is afloat.

An elementalist of 7th level or greater who stands atop a skyland may command it to move through the air. This requires the summoning of an air elemental of 8 or more Hit Dice, which is magically bound into the floating hemisphere for a period of 24 hours. During this time, by concentrating, the summoner may cause the skyland to move in any direction (including vertically) at a rate of 110' per turn (3 miles per day). It requires one full turn of concentration to cause the skyland to stop or to change course. After 24 hours have passed, the bound air elemental escapes and the skyland stops moving.
While moving through the air, the floating hemisphere emits an ominous droning sound which may be heard from half a mile distant.

Monday, 25 May 2015

Spell Acquisition for Campaigns with Specialist Wizards

I've been doing a bit more work on The Complete Elementalist, and have been putting some thought into how specialist wizards can coexist in campaigns alongside each other. Here's an extract, with some thoughts on how to handle spell acquisition and treasure placement in campaigns with multiple types of specialist wizard, each with distinct spell lists.

Spell Acquisition
This section contains optional guidelines for Labyrinth Lords on the subject of how elementalists (and, by extension, other wizardly characters) may gain access to and learn new spells.

Basic Games
For games in the vein of the traditional Basic rules, the following guidelines may be used:
* Elementalists begin the game knowing read magic, one randomly selected spell, and one spell of the player's choice.
* The number of spells an elementalist can know (i.e. record in his spell book) is limited to no more than double the number that he can memorize. For example, a 5th level elementalist can memorize two 1st level, two 2nd level, and one 3rd level spell. Such a character could have at most four 1st level, four 2nd level, and two 3rd level spells in his spell book.
* Upon gaining an experience level, if the elementalist does not already have spells available to learn (e.g. from scrolls or captured spell books), he automatically acquires knowledge of one new spell, selected randomly from a level of the player's choosing.

Design Note: In the original Basic rules, magic-users and elves were limited to knowing one single spell at 1st level – not even read magic was “free”! – and could never record more spells in their spell books than the number they could memorize each day. Personally, while I find this system charming in its simplicity, I feel it is too restrictive and use the system described above in my own games. Other groups may, however, prefer to stick with the original rules.

Advanced Games
Advanced era games are more generous with the number of spells known and may use the following guidelines:
* Elementalists begin the game knowing read magic, two randomly selected spells, and two spells of the player's choice.
* The number of spells an elementalist can know (i.e. record in his spell book) is limited by the character's INT (see the AEC).
* Upon gaining an experience level, if the elementalist does not already have spells available to learn (e.g. from scrolls or captured spell books), he automatically acquires knowledge of one new spell, selected randomly from a level of the player's choosing. This spell must be learnt according to the normal rules for spell learning, again dependent on the character's INT.

Placing Spells in Treasure Hoards
The basic Labyrinth Lord rules describe a single type of arcane magic, usable by magic-users and elves. The Advanced Edition Companion and other books, such as this, add further, more specialised wizardly classes: illusionists and elementalists. These new classes acquire new spells in the same means as the standard magic-user: by finding spell scrolls in treasure hoards. When it is determined that a treasure hoard contains scrolls of magic-user spells, it is thus desirable that spells usable by specialist wizards also be (at least some of the time) present.

One approach is to multiply the number of spells present in the hoard (as indicated by the treasure tables) by the total number of wizardly classes in the campaign, then to give each spell an equal (random) chance of being taken from the list of each class. For example, in a campaign with magic-users, elementalists, and illusionists, the number of spells found in a hoard would be multiplied by three and each spell would have a 1 in 3 chance of being taken from the standard magic-user list, a 1 in 3 chance of coming from the illusionist list, and a 1 in 3 chance of being from the elementalist list. The Labyrinth Lord ensures, in this way, that the balance of spells available to characters of different spell-using classes remains fair and consistent.

Note that, as some spells are shared between the different classes, these guidelines will, in fact, slightly increase the number of spells available. It is also worth bearing in mind that, even if an adventuring party discover scrolls of spells that they cannot cast themselves, such scrolls still have value and may be sold to or bartered with NPCs who can put them to use.

Tuesday, 12 May 2015

Locket Hex

4th level, Range: 30', Duration: Permanent

A locket, keepsake, or charm bracelet bearing a depiction or token of the subject's true love may be dweomered by this spell, granting the enchanter great control over the subject's heart. The hex may be used in two ways, as follows.

Lock: The locket becomes impossible to open by mundane means. If it is open, it snaps instantly shut. From this moment, the subject's love for the one depicted in the locket becomes possessive, jealous, and paranoid, seeking to lock his love away from the world.

Unlock: The locket becomes impossible to close by mundane means. If it is closed, it snaps open. The subject's love for the one depicted in the locket dissipates like a soul fleeing a corpse.

In either case, smashing the enchanted locket causes the subject to fall into a deep sleep lasting for seven days.

Wednesday, 6 May 2015

Knife, Fork, and Spoon

1st level, Range: Touch, Duration: One meal

Cast while at sup, this spell acquires the confidence and loyalty of a single knife, fork, and spoon which the enchanter passes his hand over. For the duration of the meal (which can, naturally, be extended by cunning means), the enchanted cutlery observe their surroundings -- the spoon sees, the fork listens, and the knife detects the presence of dweomers. When the meal is concluded, the spying silverware will relay their observations to the enchanter, whispering with tiny, ringing voices in his ear.

Alternatively, the spell may be used to conjure one complete set of cutlery, including utensils appropriate to a meal at hand, per level of the enchanter.

Tuesday, 28 April 2015

New Vivimancer Spell: Minimus Replication

2nd level, Range: Touch, Duration: Permanent, Casting Time: 3 days

Suspended in a vat of electrically charged nutrient fluid, the genetic material of a tissue sample is distilled and grows, forming a miniaturised clone of the being from which the tissue originated. The clone is mindless, non-sentient, and does not survive beyond the three days over which it develops, but represents an exact physical likeness of its progenitor. In this way, the vivimancer may be able to identify careless intruders or unknown life forms.

Unlike most spells which require a tissue sample, this procedure functions perfectly well on inert biological matter such as bone, hair, shell, teeth, etc.

Wednesday, 22 April 2015

Jackanapes

2nd level, Range: 30', Duration: 1d6 turns

This spell causes the instantaneous conjuration of 1d4 trained monkeys per three experience levels of the enchanter. The monkeys are obedient, if rambunctious, and may appear dressed in whatever livery the caster desires (typically that of minstrels, jesters, or valets). They have 1d3 hit points, an armour class of 7, a movement rate of 12, and a morale of 7.

In addition to its costume, each monkey is conjured with an item in its paws, which it is trained to use. The enchanter may choose: musical instruments, common tools (hammers, spades, saws, etc), or weapons (small ornate cudgels, spears or lances).

If commanded to attack, the monkeys inflict 1d2 damage with claws and biting (one attack per round) or 1d4 damage with weapons.

Tuesday, 14 April 2015

Inches to Miles

5th level, Range: Self, Duration: 1 hour

This spell lays a brief but powerful enchantment on the fabric of space, bending it such that the enchanter may travel many miles in a short moment. Once the spell is cast, the enchanter may make either one or two steps. As the spell's common name implies, the length of each step is greatly magnified -- inches are literally transformed into miles. The following possibilities exist:
  • Road travel: a step may take the enchanter far along a road upon which he stands. Up to three junctions may be navigated.
  • As the crow flies: the enchanter may travel in a straight line, landing at ground level.
  • Step back: as the spell allows two steps to be taken, it is possible for the enchanter to travel to a distant location then return by turning around and making a reverse step, returning to his original location. After the first step has been made, the enchanter must decide whether to end the spell, leaving him in the new location, or to maintain it. In the latter case, the caster must remain stationary, taking no steps until he wishes to return to the original location. Making any steps except the returning stride ends the spell.
A simple means of calculating the maximum length of a step is to halve the character's height in inches. This is this the maximum number of miles that can be travelled with the enchanted stride.

Sunday, 12 April 2015

High Horse

1st level, Range: 30', Duration: 2d6 rounds

This cantrap has several applications. Cast upon a person of haughty or arrogant disposition, it brings about a brief spell of humility. Cast upon a horse (with or without rider) it either lifts the beast unwittingly into the air (up to 20') or evokes in it a mood of high folly, as if drunken or moonstruck. In all cases, a saving throw versus spells may be made to resist.

A higher level enchanter may affect one subject per three experience levels.

Thursday, 9 April 2015

Gingerbread Charm

1st level, Range: 5', Duration: Special

Casting this charm upon a figure of freshly baked gingerbread causes it to come to life. The spell affects a single animal or humanoid figure, to a maximum size of 1'. Living gingerbread creatures have a movement rate of 30' (10'), an armour class of 9, 1d3 hit points, and cannot attack in any meaningful way. They are, however cunning (INT of 12) and very stealthy (able to go unnoticed on a 1-4 on 1d6).

The wizard who gave life to the creature is able to communicate with it via a limited form of telepathy which only functions when the two make eye contact (assuming the gingerbread creature has eyes of some kind) and enter into a brief hypnotic trance. The personality of the gingerbread creature is one of the following, determined at random (secretly by the referee):
  1. Loving. Wants nothing more than to cuddle and nestle with its creator.
  2. Duplicitous. Outwardly friendly to its creator yet secretly strives to undermine his plans. What does the creature do at night while mortals sleep?
  3. Adventurous. Lusts after travel and new experiences. Will abandon a staid creator.
  4. Contrary. Stubbornly refuses to obey its creator. If left to its own devices, may create beautiful things.
  5. Homely. Loves to help with household chores.
  6. Hateful. Takes pleasure in causing pain (especially physical) to living creatures, including its creator.
  7. Wise. Its head is empty of knowledge and experience, but the creature is surprisingly perceptive when asked for moral or personal advice.
  8. Demanding. Has extremely high standards of living. Will have tantrums if it doesn't get its way.
As a form of construct, gingerbread creatures do not require air, food, or water for sustenance, and are immune to poisons. They may, however, be affected by spells of charm and mind manipulation, including (curiously) sleep.

Living gingerbread creatures naturally perish after 24 hours, disintegrating into crumbs as the enchantment which binds them dissipates. They may, however, be kept alive indefinitely if fed small quantities of one of the following substances daily: mercury, fine rum, human blood. (The liquid stains their mouths.)

The spell may also be cast upon a normal loaf of bread, enchanting it such that the hair of anyone who eats part of it will turn permanently bright red.

Wednesday, 8 April 2015

Forget-Me-Not (reversible)

3rd level, Range: Touch, Duration: Permanent

This hex operates by means of a dainty, unassuming flower, which must be proffered by the enchanter and accepted in good faith by the one to be enspelled. The spell may be cast up to one minute before the flower is proffered, but delaying any longer causes the magic to dissipate. The one accepting the enchanted gift finds that, from that moment on, their thoughts return inevitably to the one who gave it to them, remembering the gesture with the utmost fondness.

The reversed version of this spell, forget-me, must be cast under the same circumstances, but causes the subject to utterly forget the enchanter's existence.

Monday, 6 April 2015

Exceedingly Good Cake

5th level, Range: Touch, Duration: Permanent

A cake of exceptional quality is enchanted such that the alignment of the first person to eat of it is permanently altered to the most righteous and virtuous hue of goodness. A saving throw versus spells is allowed, with a -1 penalty if the cake was baked by the wizard casting the spell. Those of previously evil bent may be overwhelmed with regret at their former deeds.

Alternatively, the wizard may cast this spell in order to conjure artisan cakes, gateaux, pastries, doughnuts, or pies totalling up to one cubic foot in volume per level of the caster.

Saturday, 4 April 2015

Doorman Hex

2nd level, Range: 10', Duration: Special

Uttered beside a doorway, this hex has two possible uses:

1. It may cause a single doorman or guard to grant the wizard passage through the portal. A wizard of higher level may beguile multiple wardens: one additional guard per level beyond 5th. Magical or enchanted guardians may also be beguiled, but may save versus spells to resist. Afterwards, the guards have no memory of the wizard's passage.

2. It may summon into being one or more doormen to protect an unguarded portal. At low level, a single servant is summoned, but their number increases as follows: 5th level: 1d4, 8th level: 1d6, 11th level: 2d4, 13th level: 2d6. The doormen are normal men, dressed in smart livery (with advance planning, the wizard may choose the exact design), and armed with ornamental spears (usable in combat, but -1 to hit). The wardens will guard the door to the best of their ability, allowing or denying access according to the wizard's instructions. They are wholly loyal in this task but will, if asked, freely tell their master's name to any who enquire. It is impossible to command the doormen to perform any other task, and they cannot move more than 10' distant from the portal they protect. When the duration (1 hour) expires, the doormen vanish.

Friday, 3 April 2015

Candy Crush

4th level, Range: Touch, Duration: 1 day

This spell enchants a handful of candy (of any kind) with one of two possible magical effects, chosen as it is cast.

1. Any being which eats one of the sweets must save versus spells or become hopelessly infatuated with the wizard. This infatuation lasts for 24 hours, after which affected beings regard the former object of their admiration with a grudging suspicion.

2. The sweets leap from the wizard's palm into the air, expanding to terrifying proportions as they cascade back to earth. Anyone caught within the 30' area in front of the wizard must save versus paralysis or suffer crushing damage from the falling sweets. The amount of damage depends on the type of candy used -- from 2d6 for soft marshmallows to 6d6 for rock hard boiled sweets. The sweets remain in gargantuan dimension for the remainder of the spell's duration and may, during this time, attract children, insects, dogs, and other sweet-loving beasts.

When the duration expires, the sweets spontaneously evaporate in a puff of pink dust.

Thursday, 2 April 2015

Bonnet Glamour

3rd level, Range: Touch, Duration: Special

A single fine bonnet, cap, or hood of elaborate craft (laced, embroidered, sequinned, bejewelled, etc.) becomes enchanted such that the one who wears it takes on the uncanny likeness of a specific noble or person of pious import (as selected by the wizard). The bonnet itself is not in any way disguised, but the glamour is otherwise efficacious in the realm of all applicable senses. It is not, however, a true transmutation -- certain physical tests may reveal the deception.

The garment must be donned as the spell is intoned, remaining enchanted for as long as it remains firmly in place.

A Merry Band

4th level, Range: 15', Duration: 1 round or longer

Up to one person within range is affected per level of the wizard. Two things happen. Firstly, any items held in their hands are instantaneously transmuted into musical instruments (1. drum, 2. pipes, 3. bell, 4. lute, 5. fiddle, 6. trumpet). Secondly, they are enchanted with a wondrous musical virtuosity with the instrument which has manifested in their grasp and a compulsion to play a merry jig with great glee and vigour. Those without instruments will clap and sing. Thus may any situation be transformed into a merry ball. There is no saving throw.

The enchantment lasts for at least one round. At the start of each subsequent round, enchanted subjects may make a saving throw versus spells to break it. At this point, transformed items are returned to their normal state. Those of a musical predilection suffer a -3 penalty to the saving throw, as they are inclined to enjoy the effects.

Physical damage to an enchanted subject also ends the effect.

Wednesday, 30 July 2014

Advanced Spell Research

I love the idea of spell research in D&D. It happens, in my experience, with unfortunate rarity, but I still love it. In my opinion, research is what wizards should be all about. Those pesky adventure things may provide some interesting opportunities to uncover secrets about lost magicks, enchanted items, mystical creatures, planar anomalies, and so on, but a wizard's true work is in his lair.

For some time now, I've been contemplating  ways in which one could make the spell research process more appealing to players and more interesting. This post is about the latter.

The traditional spell research rules are pretty vague and boring: Spend some amount of money (possibly involving the procurement of rare tomes or ingredients -- which is cool). Spend some time. Maybe make some kind of die roll, depending on the system. It either works or it doesn't. If it fails maybe you try again. Logan recently posted some interesting stuff developing some variance on the success side of the equation. (The DCC mercurial magic system is another similar approach.)

I'm also interested in the failure side of things, as well as what happens during the process. I don't imagine spell research as a long process of noodling followed by a eureka! resulting in a fully functional spell. I like the idea that the magic-user works his or her way through a whole sequence of baby spells, developing an idea which eventually, all going well, bears fruit in the perfection of the envisioned spell. Maybe all does not go well, though, or maybe the research is interrupted or abandoned, leaving a semi-functional spell. A reckless wizard might choose to still cast this imperfect dweomer... Perhaps it's still useful in some way, despite it not living up to what its creator intended.

I've done this kind of thing informally a couple of times in play, when a PC wizard has attempted and failed a process of spell research (I had the player simply make an INT check to see if the research worked first time off). We had a transparency spell (see The Complete Vivimancer) which only affected the skin of the target and a cannibalize spell (see Theorems & Thaumaturgy) which permanently added 1 pound of warped flesh to the caster's body with each casting. In both cases, I gave the player the option of continuing the research (entailing more time and money) in order to try and perfect the incantation, or to stay with what he had. (He chose to keep the cannibalize variant but put in the extra time to perfect transparency.)

I'd like to come up with something a little bit more systematized for this kind of thing. A couple of things I have in mind:
  • A slightly more detailed spell research system with various stages, leading up to the fruition of the final spell.
  • Tables of minor and major complications which mutate a spell's functioning. These would be applied to partially developed spells, either during the research procedure or after a failed research procedure.
  • Tables of drawbacks: detrimental side-effects which accompany the casting of an imperfect spell.
I'll develop these things and any other ideas on the topic which come along in future posts. Feel free to feed me with any ideas you have on the subject!