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Emphases for Spell Casters

I mentioned in a Google plus post that I was working on a conversion of a magic system from USR to Swords & Wizardry. Herein lies that conversion:

The study of magic is covers a vast and largely unmapped scope of knowledge. No individual mage can hope to master it all. Mages, however, have found that highlighted a limited number of areas of study helps them to use the forces of magic in many different ways. By focusing on three or four broad themes of magic, a mage can often successfully research spells that cover a wide range of effects.

These broad themes are called emphases. Throughout a mage's lifetime study of magic, he or she will choose a handful of emphases to guide their study allowing them to create wondrous and powerful magics. These emphases will also make one mage distinct from another. In battle, one mage may hurl small bolts of fire while another uses spears of ices to smite their targets. They may be equally powerful effects, but each mage adds their own signature style.

Mechanics of Emphases

The mechanics of using the emphasis system in magical research are pretty straightforward. A 1st level mage chooses any noun to be their first emphasis. Examples include Fire, Healing, Walls, Blades, Ice, Illusion, Mind, and Acid. The player may also use labels associated with schools of magic used in various forms of the world's oldest RPG. These include Evocation, Summoning, Geometry (2e), Enchantment and many, many more. This first emphasis will be rated as a +2. At each new level a mage gains, he or she gain another emphasis rated as +1 or they may increase an existing emphasis by 1. The limits of increasing an emphasis is determined by the number of emphases a mage already has. An emphasis cannot be raised to +3 until the mage has three emphases. An emphasis cannot be raised to +4 until the mage has four emphases and so on.

To learn a new spell, a mage must research that spell. Successful magic research is determined by rolling higher than the mage's Saving Throw + the level of the spell. So if a 7th level mage wishes to research a third level spell, the mage must roll 12 or above to be successful. The Saving Throw of a 7th level mage is a 9 and the spell is determined to be a 3rd level spell, thus 9 (ST) + 3 (level of spell) = 12.

If the spell attempted incorporates one or more mage's emphases, he or she can use them to increase the roll. In our example, let's say that our 7th level mage has the following emphases: Fire +3, Blades +2, Mind +2, Acid +1. The mage wishes to research a spell that will immobilize 1d4 bipeds of up to human size or one target of up to Hill Giant size. The effect will be that the target will be immobilized because they will see themselves surrounded by a tight wall of swirling flaming swords. The GM notes that this is essentially a Hold Person spell, so he rates it as a third level spell. The mage must roll a 12 or better to successfully research the spell. The mage also gets to add 7 to the roll (Fire +3, Blades +2 and Mind +2 as the fiery swords are perceived only by the targets.)

Implications

Since gaining new spells relies on spell research, the ability to research spells is available to mages at 1st level. The cost of such research is level of spell * 300 gp. Researching a new spell requires a number of weeks equal to the spell level to complete. For example, researching a 3rd level spell costs 900gp in materials and will require three weeks to complete research. At the end of this time period, the success roll is made. If the mage succeeds, the spell is added to his or her spellbook.

The other, much larger implication, is that the spell list in S&W serves as a guideline for spells a mage can research. Many spells that will be researched will be very similar to those listed, but with certain tweaks to maximize the mages' emphases. The example noted earlier is, in fact, a Hold Person spell, but a mage with different emphases will display that spell with completely different effects. A Mage with an Acid emphasis may immobilize a target by surrounding it with very real acid. A Mage with an Undead emphasis may immobilize a target by employing a huge bony fist that emerges from the ground. The possibilities are endless.

Scrolls found in adventures can be the generic versions of the spells as listed in S&W. This makes work relatively easy on the GM. But an adventurous GM may decide to randomly determine the emphases of the wizard that created the spell thereby giving it a unique twist.

For the record, adding a spell to the spellbook requires the level of the spell in days to transcribe to the spell book.

Characters can also make scrolls at any level as well as engage in magical research. Making scrolls requires the mage to spend 100gp per level of the spell. It will take one week + the level of the spell in days to create a scroll. For example, creating a scroll of a third level spell would require 10 days.

How This Plays Out

This rule applies to all spell casters in my house rules, even Clerics. Cleric do not require spell research, but their spell exhibit themselves according the emphases determined by their specific deity. Clerics can make scrolls using the same rules as mages. Sorcerers also use their emphases for spontaneous casting of spells - the more emphases included, the greater the chance that the spell will work. (Sorcerers, however, cannot create magic items.) Even Alchemists and Hermetic Magicians gain benefits from emphases. Details will come when those types of magic-users are covered.

More Thoughts On House Rules

The 30 Day Challenge was a lot of fun. It also acheived the main goal which was to get most of the creative ideas out of my head and into type. It's true that the posts did not require anything new, but looking through the old notes, I realized that there were still lots of things I wanted to create.

A good example comes from the post about shemping. I wanted to create a Dragon Disciple class that basically makes a cleric/priest type of class evolve into the power equivalent of an ancient dragon at higher levels. I also enjoyed shemping other creatures as humans - it makes for truly interesting NPCs.

The big project, though, that I want to create is my book of house rules for S&W. If the execution matches the concept, it will look like a cool combination of Blackmarsh and Stonehell set in Pars Fortuna. In reality, well, it may look like yet another retro-clone fantasy heartbreaker. After that, I'll need to work up the gumption to run a G+ game with it.

To get a good idea of the outline, I turned to Stars Without Number. Kevin Crawford to doing something awesome with taking what is essentially Basic D&D and creating worlds around that system. The outline he is using is easy to understand for players and GMs. So here is my SWN inspired outline:

Creating a Character

Roll Attributes

Choose Homeland

Choose Class

Choose Race

Buy Equipment

Adventuring

Movement and Encumbrance

Character Advancement

Spending Wealth

Systems

Saving Throw Mechanic and Its Uses

Turn Undead Table and Its Uses

Combat (Mundane and Supernatural)

Magic

Eldritch Wizardry

Wyrd Sorcery

Studious Alchemy

Divine Miracles

Powers of the Hermetic Mind

Magical Research and Specializations

The Four Regions

Life in the Four Regions

The Eternal Struggle

The Role of Supernatural Beings

Deities and Other Beings with Godlike Power

The Universe

The Starting Planet

The Other Planets

Spheres and Other Universes

The Multiverse

The Astral Sea

Other Dimensions

The Outer Planes

All Creatures Great and Small

GM Resources

Starting Adventurers in A Different Region

The rules begin with the individual and work their way into larger and larger scope until you reach the GM, the one about it all. The idea is for the rules to expand from personal perspective to how the world works (systems) to how magic works, to the continents, planets and spheres of the universe before expanding out to the multiverse.

Creating a Character is pretty much by the book. Choosing a homeland asks the character to be from somewhere within the psuedo-European region of the world. It provides some grounding for everyone starting out. Class choices actually differ by region, but more on that is covered at the end of the book for GMs where all the player and nonplayer classes are listed.

Adventuring provides some information that characters face in their exploration of the world. I give XP for exploration, so a section of how that works in adventuring seems necessary. Outside of that, mechanics for encumbrance and other mundane aspects of adventuring are covered.

The Magic section deals with the five types of magic. Within each type are multiple ways of using that magic. Mages can be traditional vancian mages, five-color mages, talisman makers. Wyrd Sorcerers fill in a miscellaneous spot. This would include shamans, theurgists and other types that are difficult to classify. Priests operate like Priests of Different Mythoi from 2e, so some examples are provided. Alchemy is the traditional name for my Hewcaster. This class steals the essence of things and make wondrous items. Hermetic Magic is my term for psionics, this owes more the western tradition of the Hermetica that speaks of enlightenment, the mind, the cosmos and nature.

Common to all magic, is specialization, a focus for a spellcaster that determines his/her success in understanding magic.

Beyond that, everything is GM stuff that may or may not be used. Wish me luck.

Caltrops and Other Things

Caltrops are the great equalizer. With few exceptions, whatever is charging at you will stop or at least slow down when confronted with caltrops. I believe the party in my high school group kept the caltrop industry churning at high speed across several planets and alternate dimensions.

We surround the only entrance with caltrops.

We lay down a 20 by 20 spread of caltrops on the main highway. Seeing as this highway is on the side of a cliff, we are going to fly out of here.

Does a thrown caltrop do 1 point of damage? What about 20? They're kinda like shurikens, right?

The other thing they liked were mules. Mules could carry more loot, who cares about looking heroic. If push comes to shove, the retainers (and the magic-user) can ride mules while the rest of us have horses.

The ten-foot pole was also quite popular as well as iron spikes and a small hammer. Honestly, the fear would eat the party up sometimes when they spiked a door shut and laid out caltrops around it.

My favorite, however, were thieves' tools.

When I was younger, I had no conception of how they worked or what was included in the kit. The group and I figured that there were some wires, an earhorn (for combination locks), some ball bearings, maybe a bit of acid,  a bag of lime and some rope. Whatever it was, I liked to think of it as a non-magical bag of holding that always produced what was needed for a particular lock or trap. I wanted to create a real kit that with useful things for modern-day so that I would be ready for anything, too.

Looking to the Future

I want to play anything in the future. I am still trying to overcome a bit of nervousness and run a game on G+. I wanted to join an existing group, but Wednesday are really hard for me. I may ask to join a friend's in-person group, even if they are playing a Dungeon World hack of Edge of the Empire. I really want to play/GM again really soon.

But my favorite character to play in the future will hopefully be a character in whatever my son's campaign will be. It will be a while, but we're getting warmed up for it. Tonight I was the Dolphin Torch, an alternate-earth version of the Human Torch that is a dolphin that lives on land. Tonight's encounter was the Invisible Woman (my daughter), Mr. Fantastic (my son) and me (the Dolphin Torch) going camping and roasting food on a campfire that I started.

The food items included pickles, iron plates, dinosaur meat, s'mores, hot dogs and tires. This was his list of ingredients.

Alas Glendon, Never Again

It's not that I didn't like Glendon, the Elf, it's just that he was all 18s. Playing a character that is perfect at everything is just no fun at all. Nope. No fun.

What I Always Roll

I always seem to roll an 8 on a d20. I tend to roll 3s on a d4, 5s on a d6 and 19 on a d%.

I do not own a d30. I hang my head in shame.

The Best DM I Ever Had

That was easy. +Scott Roche. We used to rotate around the DM'ing duties, but I really liked his adventures. Maybe this is why he is beginning to enjoy some success as a writer. GO BUY HIS BOOKS!

Seriously, we would be a little less gonzo, but we had to really think our way out of issues. There was no wand of fireballs to blast our way out, not that it would have helped at all, but there was always a reward for being clever. And no, hammering every door shut and laying out acres of caltrops wouldn't help you either.

He was much better at traps than I was and he could make interesting plots. Early on, I was very much of the "Kill things and take their stuff." He was more of a story guy and I really really liked that. I like to think that I run things more like him because of that.

Oh, I'm still somewhere between Races of Carcosa and The Wizard of Oz, but the answer will tend to be what you find, not what you exterminate.

On to the Next Episode

La-da-da-da-dahh
You know I'm mobbin' with the DMs 3.

You know, Stelios has an idea for some extra days in the challenge. That's why I finished the rest in this post. More than anything, actually writing has helped me to feel more creative and more like finishing certain projects. So here is his list:

  • Greyhawk: how a campaign should be published or just an old antique?
  • Elminster: should he live or die?
  • Do you allow Monty Python quotes at the tabletop? Why or why not?
  • Why to you love/hate/feel indifferent to 4e?
  • Is your character drunk yet?
  • Is D&D Next D&D last?
  • Do you spend more time talking/posting about gaming than actualy playing?
  • How do you kill a flumph?
  • What were the last words of your last character who died?
  • Do you think you're addicted to D&D?

The question about Monty Python quotes should go without saying. However, I do know some folks that do not allow them.

Elminister should die. Yeah, I said it. It's time for new blood.

I could go on.

So I'm looking at making my own list, so to speak. I hope to keep up the posting pace at about every other day. I also plan to have more stats for S&W stuff. I plan on including a few things from the above list as well.

See you Saturday. 🙂

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