Tag Archives: magic-user

JRPG Basic white magic spells level 1

mage avatar

I’m a black mage! Deal.

Here are the first ten white magic spells. I will probably expand the descriptive text slightly in the final version, but I want to maintain concision. I’m not sure exactly what the best way to present the requirement for spell check rolls (which are, recall, 1d20 +level +WIS, for white spells). On the one hand, I don’t want to clutter up all the spells with boilerplate like spell check WIS vs. magic defense, as I think it is obvious from the context. On the other hand, I do want the intent to be clear.

And yeah, that’s a black mage picture to the right, on a post about white magic. I don’t have a good white mage image to use that isn’t “borrowed.”


White Magic Spells Level 1

  1. Absorb
  2. Barrier
  3. Courage
  4. Cure
  5. Endure
  6. Gust
  7. Light
  8. Repel
  9. Restore
  10. Seal

Absorb

Properties: interrupt, ranged.

Spell contest to cancel all damage from a single target elemental spell, which need not be targeting the caster of absorb. Gain one temporary mana if the targeted spell is successfully absorbed.

Barrier

Properties: ranged, sustain.

Make a spell check (versus an enemy’s attack roll) to deflects mundane missiles directed toward the target of barrier. Mundane missiles include arrows, sling bullets, spears or snow balls, but not boulders. This effect works as an interrupt, but unlike most interrupts does not count toward the standard one interrupt per round limitation.

Courage

Properties: allies, sustain.

Dispel magical fear in all nearby allies. If sustained, grants a continuing +2 bonus to morale and saving throws versus fear.

Cure

Properties: ranged.

Target regains 1 HD +WIS HP. Deals 2d6 +WIS damage if cast against an undead target (half damage on miss).

Endure

Properties: ranged, sustain.

Choose an element. Target gains +1 to saving throws against that element and damage reduction equal to the caster’s WIS to damage of the chosen elemental type.

Gust

Properties: ranged.

Conjure a powerful blast or single target vortex of wind. This wind is strong enough to knock over a charging horse. Vortex will do damage to a flying creature (damage-2d6, half damage on miss). On a hit, the vortex will also knock the flying creature out of the sky.

Light

Properties: light, sustain.

Magical light radiates from the crystal. This light illuminates as a torch and wards against creatures of shadow.

Repel

Properties: area, sustain.

Spell check +WIS versus magic defense forces any affected undead to retreat from the caster. If sustained, any undead affected will retreat before the caster (though they may still fight in melee). The caster must spend another point of mana and make another spell check if more undead are encountered, thought the previous repel effect is maintained.

Restore

Properties: touch.

A medium sized mundane object may be mended or restored to working order. Restore will knit together a cut rope, straighten a bent sword, or repair a broken vase. Restore does not allow a new object to be created from disparate parts.

Seal

Properties: sustain.

Magically lock a door or gate. The spell must be broken for the portal to be opened (picking a lock, forcing a door, or massive damage will not work).

JRPG Basic Black Magic Spells Level 1

Though the power of spells is roughly proportional to their level, I have attempted to distinguish the utility of the various spells such that low level spells retain utility. For example, while the inferno spell is unarguably more powerful than the blaze spell (doing 3d6 +INT damage to all creatures in a melee), the blaze spell remains useful if, for example, there are friendlies in that melee (as blaze allows one to target a specific enemy, even though it only does 2d6 +INT damage).

One sustained effect may be maintained while the mage continues to cast other spells. So, for example, on turn 1 a black mage could cast electrify to boost the damage output of a frontline combatant’s weapon, and then keep that effect going (without need to spend more mana) while casting blaze to directly damage an enemy at range on turn 2. If the mage wanted to cast weakness (another spell that requires sustaining) on turn 3 against another enemy, however, the electrify effect would end.

Though it is not explicitly spelled out in each spell description, any offensive spell that targets an enemy directly requires a spell check (1d20 +level +INT versus target magic defense). Some spells have reduced effect (rather than no effect), on a miss though (this is indicated by the half property). For example, spells like blaze, frost, and shock always do some damage, unless the target is totally immune to the damage type. (The half property needs a better name.)

I know that the spells are probably overly focused on combat currently, but I plan on adding more utility spells as well.


Black Magic Spells Level 1

  1. Blaze
  2. Charm
  3. Chill
  4. Slow
  5. Darkness
  6. Electrify
  7. Frost
  8. Ignite
  9. Shock
  10. Weakness

Blaze

Properties: damage-2d6, fire, half, ranged.

A jet of flame arcs toward a target.

Charm

Properties: psychic, ranged, sustain.

On hit, improves social reaction by one category. May be terminated as an interrupt to inflict 2d6 psychic damage.

Chill

Properties: ice, ranged, sustain.

Target weapon is suffused with bone chilling cold. This weapon inflicts magical ice damage and does +1 damage per hit. Liquid targets must save or freeze.

Darkness

Properties: area, shadow, sustain.

Area is plunged into inky darkness. In addition all light sources within the area are extinguished. Sight within the darkness is impossible.

Frost

Properties: damage-2d6, half, ice, ranged.

A blast of ice against a single target.

Ignite

Properties: fire, ranged, sustain.

Target weapon is wreathed with arcane fire. This weapon inflicts magical fire damage and does +1 damage per hit. Flammable targets must save or ignite. Weapon sheds light as a torch.

Shock

Properties: damage-2d6, half, lightning, ranged.

Lightning arcs from your fingers to strike a single target. May also be useful to power strange devices or mechanical creatures. Becomes a weak area effect (1d6) in a submerged environment.

Slow

Properties: sustain.

On successful spell check, target acts on initiative count 6.

Taint

Properties: poison, ranged, sustain.

Target weapon gains a sickly aura of poisonous corruption. This weapon inflicts magical poison damage and does +1 damage per hit. Any creature hit by a weapon enchanted with taint must save or become poisoned.

Weakness

Properties: ranged, sustain.

Target takes 1d6 damage and an ongoing -2 penalty to all physical rolls.

JRPG Basic Spell Properties

Much like with weapons, there are some common aspects of spells that can be factored out into properties. In so doing, we can make spell descriptions more concise, and also create other game relationships, such as the oppositional nature of ice and fire spells, or light and shadow spells (I plan on making these oppositional natures part of a basic counter-spell system, in addition to being useful for damaging enemies with certain vulnerabilities).

Some of these properties reference aspects of the abstract tactical positioning system (such as the area property), which will be more fully explained in a separate post.


Spell Properties

Acid

Inflicts acid damage. Save or cause permanent disfigurement, to either sufaces or creatures. Weakens a breakable object subject to acid (such as a door with metal hinges); +2 to future force checks against affected objects.

Allies

Effects all allies that could be reached by a ranged effect.

Area

Affects all creatures in one skirmish melee (the size of a large room). Does not distinguish friendlies from enemies.

Chain

For each hit, allows another target to be selected within the same melee (which requires a further spell check). Think chain lightning, arcing between multiple targets. The first miss terminates the effect.

Damage-N

Inflicts N +INT damage on hit.

Fire

Inflicts fire damage. Flammable objects, such as flasks of oil or bombs, must save or ignite.

Half

Spell still inflicts half damage (or half effect, which should be clear contextually) on a miss.

Ice

Inflicts cold damage. Liquids affected must save or freeze. On successful save, targets still take a -1 physical penalty to actions on their next turn due to the slowing. May be used to create treacherous ice in combination with water.

Interrupt

May be cast out of turn. No more than one interrupt spell can be cast per round by a given spell caster.

Lightning

Inflicts lightning damage. May also be useful to power strange devices or mechanical creatures. Becomes a weak area effect (1d6 area) in a submerged environment.

Poison

Inflicts poison damage.

Psychic

Only works against creatures with a mind or consciousness. If the spell inflicts damage, the damage is psychic, and has no physical manifestation. Generates aura that can be perceived by psychically attuned creatures. On a miss, psychic targets may take a free counterattack as an interrupt. Targets with animal intelligence or lower take half damage on a hit and no damage on a miss if the spell also has the half property.

Ranged

Equivalent in range to a missile weapon. Requires line of sight.

Self

May only affect the caster.

Shadow

The antithesis of light.

Sustain

Spell effect may be sustained indefinitely after the initial mana cast is paid, as long as the caster remains conscious and does not cast another spell with the sustain property.

Touch

Requires touching the target (this is an unarmed melee attack if the target is unwilling).

JRPG basic magic

Here is the core of the magic system. Spell crystals alone function sort of like scrolls (consumed when used, no mana cost), or they can be inserted into foci for repeated use (such use requires mana). I think this creates an interesting and diegetic magic economy while not compromising either simplicity or flexibility. They system for sustaining spells also reigns in the complexity of stacked effects without artificially limiting the power of spells. Right now, I see black and white mages starting with a wand (focus) and 3 crystals of 1 mana spells and red mages starting with a wand and 2 crystals of 1 mana spells.


Magic

Magic is the ability to use the power of mana to reshape reality. On its own, however, mana is raw potentiality. It is dangerous and overwhelming. Only some character classes, notably mages, have the ability to use magic.

Types of Magic

Magic comes in two varieties, black and white. Black magic is mostly destructive and offensive, while white magic is mostly supportive and defensive. The two types of magic are different enough that they require different skills to master. Black mages can only cast black magic and white mages can only cast white magic. Red mages learn how to manipulate both kinds of magic, but this generality comes at the cost of specialization.

Spell Crystals

In order to focus and tame the dangerous power of magic, mages have learned how to encode spells in special, alchemically prepared crystals.

Spell crystals may be used directly to cast the spell contained. No external mana is required, as the spell draws upon the mana originally used to encode the spell, but using a spell crystal in this way consumes it. In other words, when using spell crystals directly, spells may be cast “for free,” but this uses up the crystal, leaving only a worthless, burned out husk.

Spell crystals are considered insignificant items for purposes of encumbrance.

Creating Spell Crystals

Mages can manufacture copies of any spell crystal they have access to, though the process requires expensive material components (50 GP per point of mana spell cost) and takes a full town turn. Sometimes special components, such as unrefined meteor crystals, may be used in place of purchased alchemical reagents for spell crystal creation.

Foci

Spell crystals, on their own, are consumed when used. However, with the help of a focus, mages can use spell crystals multiple times. Foci allow a mage to supply the mana required for spell casting themselves rather than drawing on the inherent mana infused in the spell pattern. Most foci are wands or staves, as something about that shape helps facilitate the channeling of mana. Each focus may hold one spell crystal. Traditionally, all apprentices of the three primary mage orders are given a wand (that is, first level mages begin with one wand focus). Each focus carried is encumbering. Special foci exist that can add benefits to the casting of certain spells. For example, a particular magical staff might add extra damage to fire spells that are cast using it as a focus.

Modifying Foci

Attaching a spell crystal to or removing a spell crystal from a focus is a complicated and delicate procedure, and may only be done during town turns. Any number of foci may be modified (within reason), however, and this does not consume an entire town turn.

Mana

Mages often need to draw on their own personal mana to cast spells, such as when using a focus.

Recovering Mana

A character’s mana is replenished following a night of restful sleep. Certain items (such as mana potions) or spells (such as the black magic spell leech) may allow limited mana recovery between rests.

Temporary Mana

Some items or effects may provide temporary mana. This mana functions like normal mana, but should be tracked separately, and evaporates after combat or one exploration turn.

Casting Spells

To cast a spell, a character must have the ability to use the type of magic in question (black or white) and either consume a spell crystal or spend mana to cast a spell through a focus. No magic is possible without spell crystals.

Magic Defense

PCs use wisdom saving throws to determine their magic defense, but most NPCs have a static magic defense (10 by default).

Spell Checks

Offensive spells require a spell check to determine their effectiveness. Mechanically, this is an intelligence check opposed against the magic defense of any targets.

Spell check: 1d20 +level +INT vs. magic defense

This functions sort of like an attack roll, but for mages, though there are a few important differences, the biggest being that spells that “miss” can sometimes still affect the target, though in a lesser manner. For example, spells with the save-half property still inflict half damage on a miss. For spells with multiple targets (such as area effect spells that affect an entire melee), roll once and compare that roll to each target’s magic defense score to determine the outcome.

Add INT to damage done by spells (to the whole damage, not to each die). For example, a black magician with INT +2 does 2d6+2 damage with a blaze spell.

Sustained Spells

Some spells have effects that persist. Only one persistent effect may be maintained by a mage at any given time; sustaining a spell does not consume any additional mana beyond the initial cost. If another spell with the sustain property is cast, the previous sustained effect ends. Instantaneous spells (that is, any spell that does not have the sustain property) may be cast while sustaining a spell. For example, a black mage that is sustaining the fly spell may cast a shock spell from the air, but if they cast a darkness or invisibility spell (both of which also require sustaining), then the fly spell will end. Sustained spells also end if the caster becomes unconscious.

Magic-Users and armor

Brainstorming several different approaches. Goals: should provide interesting trade-offs while respecting the fictional logic.

  1. Chance of spell failure. Maybe N in 6 chance, where N is based on the armor heaviness (light = 1, medium = 2, heavy = 3). Problem: the rational course of action is to carry a suit of armor and put it on after all spells have been used. This is lame. Such an approach might even encourage annoying things like taking off armor to cast spells and then putting it back on (yes, this can be balanced with random encounter checks, but still lame).
  2. Wearing armor causes an armor penalty, equal to the type of the armor (where light = 1, medium = 2, and heavy = 3). This penalty applies to all physical checks (attack rolls, saves, ability checks, etc) and works much like the encumbrance penalty (and in fact is cumulative with it). This could be offset by a class-based armor skill (fighter = 3, thief = 1, magic-user = 0). Problem: while this would increase the game cost of magic-users wearing armor slightly (-3 to physical saving throws, escape rolls, and constitution checks associated with drowning are big deals), it doesn’t really impact casting spells at all. Further, one seeming corollary of this system is that zero level characters would probably have armor skill of 0, complicating the common case if consistency is maintained.
  3. Use a roll-to-cast system. I love this, but it’s also very invasive, and probably requires reworking many spells as well to do correctly. I would like a solution that supports the traditional Vancian system.
  4. Maybe magic-users just don’t get as much benefit from armor, but still take all of the downsides? Kind of like this. Magic-users could get AC 8 from leather, AC 7 from chain, and AC 6 from plate. Has promise, but is perhaps too complicated. Also, I don’t much like the corollary that magic-users have less skill with armor than standard zero level civilians. I prefer to think of all the character classes as somewhat competent adventurers; magic-users are not assumed to all be frail academics. I suppose zero level characters could also gain less benefit from armor, but that seems to introduce unattractive complications.
  5. Magic-users can wear armor, but only special enchanted armor (elven chain perhaps). This necessitates some justification for why magic-users can’t cast in normal armor (such as overly scientistic claptrap like how metal interferes with magic, which just invariably leads to subversion of the balance rule through creation of things like wooden or chitin armor). Also, it means that all “fully upgraded” magic-users must aspire to finding a suit of special armor (kind of like how cloaks and rings of protection are so critical in AD&D). Suboptimal.
  6. Learn to stop worrying and love magic-users in armor. I don’t mind this aesthetically. In fact, I quite like sorcerers in armor (picture by Stefan Poag), but it does seem wanting in terms of class balance (greatly decreasing the relative combat power of the fighter, specifically). That’s not the end of the world, especially as I have already improved the to-hit rolls of fighters in my current game.
  7. Provide compelling alternatives that compete with armor (such as robes). Combine with options 6, and maybe a increase the encumbrance cost of armor while not adding a full more physical penalties on top of the general encumbrance penalty. This is close to status quo, with the exception of explicitly legitimating magic-user armor use.
  8. Class-based AC. This has a certain attraction, especially if taken to the logical extreme where you literally say that fighters and clerics just have AC 3 no matter what they wear, thieves have AC 7, and magic-users have AC 9 (aside: clerics really should be the AC 5 class, but whatever). That solves the problem in one sweep, maintains both abstraction and balance, and makes armor only important as a kind of magic item or cosmetic affectation. That last bit is also maybe a problem though, as it does away with consequences of armor for things like drowning.

As you can see, my thoughts are all over the place. Anyone else have any good ideas or suggestions?

Edit: added option 8 based on Guy F.’s comment on Google Plus.

Purple Acid Blast

Source: Wikipedia

Source: Wikipedia

Spell, Magic-User 2

Open an extradimensional rift to the acid seas of Erankzix. This causes a blast of violet, sparkling acid. If targetting a single creature directly, this does 3d6 damage, save for half. The 3 dice may also be distributed between several clustered targets (for example, two dice to one target, one die to another). Will weaken most physical objects if cast on them directly, providing a bonus to open doors or similar checks. The acid itself phases slowly back to Erankzix within one exploration turn, leaving a worthless residue of purple dust laced with mica. The acid is resisted by glass, rock, and organic bone.

Simple corruption

All magic-user spells are considered black magic. A magic-user has corruption equal to the highest level of magic-user spell that has been cast. Cast a second level spell, congratulations: you are now corruption-2. Make up some interesting (non-mechanical) external manifestation to represent each point of corruption (solid black eyes, snake tongue, whatever). Bonus points if this has some relation to the magic-user’s modus operandi (such as signature spells).

Corruption is:

  • Subtracted from all magical healing
  • A bonus to saving throws against chaos effects
  • Chance in 6 that the magic-user registers as “chaotic” for magical effects or turning
  • A bonus to armor class
  • Chance in 6 that the magic-user ignores non-magical damage
  • HD of terror released into the world upon the magic-user’s death

A point of corruption may be removed using remove curse (the magic-user gets a saving throw if this is not consensual).

Magic-users are “turned” as undead of equivalent hit dice and are prevented from casting while turned. Turned magic-users are not forced to flee (but they probably will if they are smart). Turned magic-users get a saving throw each round to end the turn. Magic-users subject to the D (“destroyed”) effect are not destroyed, but get no saving throws.

touched on this idea previously, but I think this current approach is much better.

Some other variations, courtesy of fine folks on Google Plus:

  1. “D” results are as hold person
  2. “You could make corruption juice explode out of the magic user’s orifices for damage” (Justin W.)
    [Editor: perhaps 1d6 damage per point of extra success on the turn roll?]
  3. Successful turning drains prepared spells (Duncan Y., James S.)
    [Editor: perhaps one spell per point of extra success on the turn roll?]
  4. As above, magic-user loses 2d6 spell levels worth of prepared spells, lower level spells affected first (Brock C.)

You need to be in my RPG circle to access the above conversation.

2d6 casting again

Nicholas Roerich - Snakes facing

Nicholas Roerich – Snakes facing (source)

On monday, I got to test out the petition system for cleric magic that uses a 2d6 casting roll. Here are my findings. I think they apply to other 2d6 casting systems that I have considered in the past as well.

Overall, I was pleased, but I would like to simplify the presentation somehow (the fourfold categorization did not seem immediately obvious to the players). I think there also needs to be some sort of exhaustion mechanic built in. There were no problems during the session exactly, but magic did feel a bit to accessible, especially compared to the party magic-user. Thus, I think I’m going to modify the 2 and 3-4-5 ranges to apply a cumulative penalty. So:

Spurned (further attempting this petition is at -1)

Becomes something like:

Spurned (failure, cumulative -1)

This is similar to a previous idea I had for accumulating arcane stress. It’s also related to this other recent post about another cleric magic system, which allocated “disfavor” points for successfully casting spells. I think the arcane stress post had the right of it by only causing cumulative penalties on lower rolls, as disfavor arising from success seems slightly strange.

Here is an adjusted cleric magic roll:

Petition Roll
2d6 Result
2 or less Abandoned (specific petition unavailable, any abjuration ends, cumulative -1)
3, 4, 5 Spurned (failure, cumulative -1)
6, 7, 8 Ignored (failure, may try again next turn)
9, 10, 11 Answered (standard success)
12 or more Rewarded (double effect, demons or undead destroyed, etc)

And a magic-user version:

Sorcery Roll
2d6 Result
2 or less Catastrophe (chaos surge/mutation/backfire, spell lost, cumulative -1)
3, 4, 5 Miscast (failure, chaos leak, cumulative -1)
6, 7, 8 Delayed (goes off at the end of all actions, may be interrupted)
9, 10, 11 Success
12 or more Puissant success (extended duration, full damage, or something similar)

Cumulative penalties go away and spells may be re-prepared after characters return to civilization and rest for a night, along with appropriate prayer or study.

The differences between cleric petitions and sorcery are as follows. Cleric magic need not be prepared, but is limited to the powers granted by a particular order or patron. It also is more ritualistic, and with the exception of a few limited combat effects (such as turn undead or hold person) requires at least an exploration turn (and often a full day) to attempt. Sorcery, on the other hand, requires preparation, but the set of effects to choose from is limited only by spells known. Sorcery is also more directly potent and more dangerous (potentially causing chaos leaks, mutations, backfires, and all kinds of nastiness). Both kinds of magic become harder to use as failures accumulate, which is important for the resource management aspect of game play.

Spell competency and other competencies

Spell competency is the highest level of spell that the magic-user can prepare. This is usually equivalent to experience level divided by 2 (round up). For example, a fifth level magic-user has a spell competency of 3. The original magic-user spell progression followed this pattern up until 6th level spells are considered, which are not gained until 12th level (rather than 11th, as the pattern would require).

I find treating this number as a separate stat is useful. For example, in the spell-casting roll. I imagine it could also be rather useful for some sort of magic duel as well. Relatedly, I read something by Jack on Google Plus about how he has spiced up the fighter class and simplified the thief for his Labyrinth Lord game. One of the abilities he added was a bonus to weapon damage every few levels (not exactly level divided by two in his system, but it easily could be with similar effect).

Does this risk the numerical inflation and illusionism of 4E? Regarding combat, as long as it’s not applied to the accuracy part of the equation, I don’t think so. I probably wouldn’t use this in OD&D, which has a very low numerical baseline (especially if you avoid +1 style magic items, like I do). But I could see it working well in a game that used B/X power assumptions perhaps.

As discussed by Talysman, this kind of “level divided by 2” number also fits well into the reaction roll when opposed by a similarly scoped difficulty number. He uses this as the basis for his X without spells class design paradigm:

The “without spells” approach is based on the reaction roll, and the interpretation of Turn Undead as a reaction roll: subtract the HD of the creature being commanded from the level of the character making the command, double the result, and use it to modify a 2d6 roll. On 9+, the command works.

The math is not exactly the same, but the similarity should be clear, I think. What if we generalized this kind of “reaction roll power” to every class? For example:
  • Cleric: turn undead (opposed by undead hit dice)
  • Fighter: intimidate or rally (opposed by enemy hit dice)
  • Magic-user: casting roll (opposed by spell level)
  • Thief: misdirect or dissemble (opposed by interlocutor hit dice)
And, if almost all capabilities are based on level divided by two, why not cut out the middle man and collapse level into that competency number? Attack progression does not happen every level in OD&D or Basic D&D. Saving throws do not increase every level. The only thing that increases every level is hit dice, and I think most of us can agree than D&D characters end up with too many hit dice anyways. An added benefit of this approach would be to do away with some of the ambiguity around the level numbers (as, for example, third level spells would be useable by third level magic-users).

Counter-spell

Magic-user spell, level 1, range 120′

Counter-spell may be cast in reaction to any spell being cast, even if the caster has already taken an action, as long as the enemy caster is within range. Any save against the targeted spell may be re-rolled once if failed. Counter-spell must be cast, however, before the first save is rolled. Counter-spell has no effect against spells that do not grant a saving throw. Though counter-spell is a first level spell, it may be prepared using any level of spell slot. The level of spell slot used grants a bonus to the saving throw re-roll (thus, the extra save granted by counter-spell prepared using a first level has a +1 bonus and counter-spell prepared using a third level slot has a +3 bonus). Scrying magic (such as that provided by a crystal ball or ESP spell) allows a counter-spell to be cast at greater range.

Variation: counter-spell is not a spell, but rather a reaction that any magic-user can take at the cost of a prepared spell, much like how clerics in 3E can substitute a cure spell for any prepared spell. Rules otherwise as above. I can’t decide which is better. On the one hand, magic-users are the planning class, and should thus maybe need to plan for counter-spells. On the other hand, spell casting enemies are not that common, so there is a risk that the option would never be taken.

See also this earlier approach to counter-spells.