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The Magic Item I Didn’t Submit

I wanted to submit this to the OSR Superstar contest, so I wrote it down on an index card to be posted later.

Then I lost the index card.

Despite all the effort in the world, I couldn't remember it, so I came up with something else on the fly. I was happy with it, but I was bothered that I just couldn't remember one of my original ideas.

Two days after the deadline, I found the index card in my pocket, right where I left it.

Without further adieu, the idea behind what would have been one of the Magic Items in the Contest:

Gauntlets of Ghost Grappling

These gauntlets allow the wearer to physically touch and harm incorporeal creatures. The gauntlets do not allow the wearer to use non-magical weapons to affect incorporeal creatures. The wearer can, however, punch ghosts and/or grapple with them.

And that was it. I was going to expand on it a bit before submission, but instead, I leave it here for anyone to use if they would like to.

Some Problems with Spell Building Systems

I love the idea of spell building systems, but not always the system itself. I absolutely love EABA v1.1 and the Universal Table. Going through the book of spell examples, I found myself building all kinds of magic items and spells. The whole time, I kept thinking that it was cool to be able to quantify just baout anything I could think of.

Then I found that I was beginning to create spells/items/whatever that didn't work. The system usually broke down because the effect was too novel to quantify. I should say that EABA could quantify it, but I felt like that I was shoehorning something that really didn't fit.

When Epic Magic came out for Pathfinder, I discovered Epic Magic for D20. I read them both excited about spell seeds as a building block for new spells. But then the same problem came up. A spell I couldn't really quantify. To make matters worse for me, I found that spells with the same effect made the "trappings" or "special effects" meaningless.

For example, there is a spell on an OSR blog that describes a one-time teleportation effect from one campfire to another campfire some distance away. (My google-fu is weak, I couldn't find it to link to it and give the author credit for coming up with a great spell. Sorry!) I found that using EABA, Epic Magic, or even Open D6 gave me a spell that was no different than a spell that simply teleported the magic-user a random distance away. I liked the idea of the campfire, but found it disappointing that there was really no reason to have the "cool" version because it was more limited than the "generic" version that worked everywhere. Sure, I could houserule the system, but that seemed to be quite daunting, to say the least.

Similarly, even the straight damage spells made the boring versions more useful. Why create a fire missile spell that does 1d6 damage when you already have Magic Missile.  Creatures have immunity to fire, but very few, if any, have immunity to force or whatever substance comprises a Magic Missile. So, there's little reason to use anything but Magic Missile.

This lead my two year long quest to come up with a spell building system that I actually like. Unfortunately, I kept coming back to the same two issues over and over. I could live with effect that couldn't be quantified well, but that whole business that favors generic spells over flavorful or colorful spells seemed to change the whole business from fun to math. I love math, but not the kind that gets into min/maxxing and optimization.

So, I think I'm on to something now that I have come up with reasons for a magic-user to research and/or cast the more flavorful spells. Using the emphases system that I mention a lot around here, a magic-user would choose a more flavorful spell because it would be faster, cheaper, easier and/or more effective than the generic version of the spell. For a different kind of spell caster, the emphases system would also make the colorful versions of spells more likely to suceed than the generic version.

For example, if a magic-user has an emphasis of Fire that provides a bonus to research Fire-based spells, the Fire Missile version of Magic Missile is easier to come up with. For spell casters that use a skill roll to succesfully use spells, a spell caster with a Fire Bonus will find that the Fire Missile is more likely to work compared to Magic Missile.

More than that, if a magic-user has a series of seemingly odd emphases, it is to the spell caster's advantage to find a way to combine as many of these bonuses as possible. When a magic-user has emphases of cold, small round objects, blue, and four, he or she is more likely to cast a spell that begins with four small blue pearls of energy zooming to a target and exploding in a 30 x 30 x 10 cylinder for 1d6/level cold damage rather than a fireball spell. The effect is the same (except that one does cold damage and the other does fire damage), but with all those emphases incorporated into the spell, the magic-user either invented that spell for a song, made it up in record time, or finds it trivial to cast this spell compared to the traditional fireball spell.

Even better, I can put the 30 or so traditional tags associated with spells (like fire, ice, illusion, protection, summon, transform ,etc.) and combine them with 50 or so others I've come up with based on classifiers in other languages (like small round objects, rows, seeds, stalks, thread, charcoal, tubes, etc.) to make a random table. I roll up for or five random emphases and now there is an interesting spell for the players to find on an adventure.

I've posted a bit on my Google+ Page, but I plan to write up details here.

And Now, The SW Monster Database

Last week, I mentioned the SW Monster Database project. At long last, it is finished. After the links below, I'll talk a bit about the spreadsheet.

To download an MS Excel version, click here.

To download an Open Office version, click here.

To add your own creation to the database, click here.

After looking around a bit, you may feel a bit underwhelmed.

Gee John, for all the build-up, it's a list of stats with no monster descriptions.

I get that. I struggled with how to get the descriptions in the spreadsheet easily, but everything up to this point would be days of copy and paste. I'm a bit embarassed to say that as someone that has passing familiarity with awk, sed, bash scripting, and VBA macros. Someone with more skill than me should be able to do it easily.

If you can, please do so. I welcome anything that will make this resource better.

Having said that, I believe I can get the descriptions included without manually pasting them into the submission form. We'll see how that goes. The beauty of the project is that it can grow and continue to add features.

What we can do now is make all kinds of useful tables. Some of the most obvious include a list of monsters by Challenge Level. Download and then Sort by CL and then by Num.

Guess what Challenge Level has the most monsters? CL 5. There are 104 monsters in the SRD with a CL 5. After that, there are 98 monsters with CL 8. Here's the full count.

CL Count
0 2
A 10
B 12
1 50
2 77
3 88
4 93
5 104
6 75
7 75
8 98
9 74
10 65
11 48
12 52
13 59
14 18
15 31
16 14
17 26
18 8
19 9
20 11
21 3
22 4
23 7
24 3
25 2
26 4
27 3
28 4
29 1
30 8
31 3
32 2
33 4
34 4
35 1
36 1
37 2
38 2
39 1
40 5
42 1
varies 12

Most of those varies entries are followers of a specific demon or devil. Later on, I plan to publish a few of those, with full stats.

Other possibilities have been mentioned on G+ already, but with this kind of spreadsheet, you can right a pretty good monster generator. Nothing beats writing one from scratch, but sometimes I need something that is "good enough" for right now. After all, a random encounter is truly random when even you don't know what the next monster around the corner will be.

I'll be adding more to this, but I'll be back to the S&W Magic project for the most part.

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