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

Tuesday, August 5, 2014

Flame Arrow Strikes Back

Everyone who's ever read a spell list has been puzzled by the presence of Flame Arrow on the 3rd level Magic User spells list.  How could a spell that ignites (1/level) arrows, when touched by the MU, thus allowing them, should they hit their target, to inflict one (1) extra point of damage--be allowed to occupy the same stage as Fireball, Lightning Bolt, Fly, Haste, etc.?  Any party with a torch can do the same thing without an MU, so why would any self-respecting Thaumaturge forgo one of the numerous useful 3rd level spells for this turkey?  The answer is simple: no one would and and no one ever has, ever.  So either Flame Arrow needs to be demoted to the zero-level spell list where it belongs or it needs a serious upgrade.

Hackmaster of course does it better, allowing an option that essentially lets the MU cast a firebolt that causes 4 or 5d6 damage; it's sort of a mini-fireball without all the risk to your dungeoneering cronies. But I'd like to take the idea behind the AD&D version of the spell and maybe make it worthy of being a spell that a 5th level MU would opt to have in his pocket.

Proposed upgrades:
  • Not just arrows and crossbow bolts, Flame Arrow will also cause sling bullets, spears, thrown daggers and heaved rocks to turn into incendiary grenades.  Heck, even a snowball will do the trick.
  • No touch necessary, rather all missiles launched from within, say, 1"/level of the MU will burst into flames en route to the target.
  • Enflamed missiles continue to burn for the duration of the spell (1 round/level) after striking their target, causing additional damage or at the least leaving small fires scattered throughout the combat zone, igniting wood floors, wallpaper, fields of dry grass, leaf piles, etc.
  • Piercing missiles--arrows, daggers and the like--will inflict 1d6 additional dmg immediately and will continue to do so until removed or the duration of the spell ends.  Removing a blazing arrow or quarrel in such conditions inflicts and additional 1-4 pts of dmg.
  • Non-piercing missiles such as stones, hammers, rotten tomatoes, would inflict 1 additional point of damage on contact but would not inflict additional damage through the duration of spell unless the target or it's clothing were ignited by the impact.
  • The fire is magical. it does not burn up the missile, nor does it need oxygen to burn, thus it can be used underwater, though it will not be able to ignite other objects in such conditions.

Saturday, August 2, 2014

20 Balls of Fire: Spheres of Blazing Death HackMaster Style

Inspired by Rients' rant about fireballs from a few weeks back--and simultaneously filling in a glaring omission in Delta Dan's Spells Through the Ages Series--I decided to investigate the numerous versions of every one's favorite spell of incendiary devastation in the most beloved of all editions of D&D: HackMaster!

That's right, HackMaster has 20 different Fireball spells, at least 2 are available at each spell level (except 7th, which gets but one).  Yes, there are not one but two versions available to Prestifidigitatarions. And in case you have to ask: yes they're all "volumetric" and you will roast your party and yourself if you cast one in tight quarters.   

1st Level

Fireball barrage: And right off the bat we have an exception; this one isn't volumetric. It lets you cast one single-serving-sized fireball per round per level for a staggering 1d3 pts. of damage.  Presumably, the purpose of this spell is for the MU to light the candles in his laboratory without having to get up from his studies.
Sidewinder Factor 1: sidewinder fireballs can slither around walls and over obstacles to get to their target... where they will deliver 1d6-4 whopping pts of dmg/level of MU. Also, sub-freezing temperatures reduce the range of the spell by 10' per ℉ (5.5m per ℃) below freezing.  So at 22 ℉ (-5.6 ℃) it's effective range is 0 and you've cast it on yourself.  On chilly days you will want to consult a thermometer before casting this bad boy.

2nd Level

Skipping Betty: a single 10' r. fireball skips across the ground until it finds a target and detonates.
Sidewinder Factor 2: as Factor 1 but slightly more damage.

3rd Level 

Fireball: Yep, here it is in all its volumetric beauty. Well, not all the beauty; this version inflicts only 1d4 damage per level damage.  Strange that Kenzer and co. decided to pull their punches on this one.
Scatter-Blast: causes 1d6 separate 10'r. fireballs to go off in a randomly determined direction and distance.  Don't try this one underground... or anywhere else. 
Sidewinder Factor 3: as Factor 2 but slightly more damage.  

4th Level

Landscraper: Before I read the description of this spell, I thought it would maybe create a conflagration that would spread along the terrain conforming to contours sort of like the Sidewinder but the explosion itself would slither.  I was wrong.  Instead, it's just like a normal fireball but the "area of effect is increased by a 5ft. wide by 10' high parallelepiped* that extends back to the caster from the center of the main fireball."  Which is to say, after the blast fills its 33,000 cf of space, it then reaches out a little appendage in one last effort to reach the MU.  No idea why that would make it a 4th level spell, or what it has to do with scraping land. I like my interpretation much better.
Sidewinder Factor 4: as Factor 3 but slightly more damage. 
Volley: Launch one 10' r. fireball per round for the duration of the spell, each does 3d6 dmg.

5th Level

Sidewinder Factor 5: This, the final Sidewinder in the series, inflicts 1d6 dmg/level of caster.
Torrential: Area of effect is doubled to 40' r. sphere.  Does 1d6 per level.

6th Level

Show-No-Mercy: like a normal fireball but dmg is 1d8/level.
Proximity Fused: Spell is cast on a point in space and detonates only when someone approaches within 10' of this point.

7th level

Delayed Blast: just like it sounds. 

8th Level

Death Brusher: "This spell is the same as the 3rd level spell Fireball, except [the casting time is 8 segments instead of 3].  In addition, those taking damage from the Fireball must pass a system shock roll or be instantly slain."  I friggin' love HackMaster.
Maximus: Same as regular fireballs except damage is d10/level of MU.

9th Level

Lava Yield: Damage is 1d12/level and it melts stone within the area of effect.
Nuclear Winter: The spell description reads:"This spell has been rescinded in HackMaster 4th Edition."  And for good reason: the 20-mile radius area of effect, as indicated in the statblock for the spell, would make it more than a little ungainly.

In conclusion, there is no standard, 1d6/level fireball, but there are plenty of variants.

*A parallelepiped, as it turns out, is a rectangular cube, if that makes sense.  A very useful word, but so tragically cumbersome that it should not come as a surprise that the HackMaster rulebook is the only known usage of the term in a sentence.

Thursday, November 1, 2012

AD&D Spell Levels Re-Constituted

Admit it, it has always bugged you that spell levels don't match character levels.  That is, why do you have to wait until your Magic User reaches 3rd level to get 2nd level spells?  Why this arbitrary and confusing separation of church and state?  Why not streamline it so that at 2nd level you get 2nd level spells?

Well, there are plenty of reasons why, but I won't bother getting into them here.  My sole intention is to go through the ol' AD&D spell list and reassess spell levels so that at each level MUs get a whole new level of spells to muck around with while still preserving the balance of powers that the old spell list set out to establish.  How you work this into your campaign is clearly your problem.

Also, you might notice that I've included zero level spells--and no, these are not cantrips.  These spells need not be memorized; if an MU has learned said spell he can cast it without all the rigmarole.  How often, you ask?  Again, not my problem.

Without further ado, here is a partially exhaustive list of AD&D Magic user spells, re-stratified into handy new levels.

Zero Level Spells (aka. “Spells no self-respecting MU would ever admit they have in their spell book”)
  1. Affect Normal Fires
  2. Dancing Lights
  3. Erase
  4. Jump
  5. Mending
  6. Message
  7. Nystul's Magic Aura
  8. Read Magic
  9. Ventriloquism
  10. Write

First Level Spells (AKA, “Spells that pay the rent”)
  1. Burning Hands
  2. Charm Person
  3. Comprehend Languages
  4. Detect Magic
  5. Enlarge
  6. Feather Fall
  7. Find Familiar
  8. Friends
  9. Hold Portland
  10. Identify
  11. Light
  12. Magic Missiles
  13. Protection from Evil
  14. Push
  15. Shield
  16. Shocking Grasp
  17. Sleep
  18. Spider Climb
  19. Tenser's Herniated Disc
  20. Unseen Servant

2nd Level Spells (Formerly known as “Spells that make 3rd level MUs wonder why they even bother to put on their pointy hats”)
  1. Audible Glamor
  2. Detect Evil
  3. Detect Invisibility
  4. Fools Gold
  5. Forget
  6. Locate Object
  7. Mirror Image
  8. Pyrotechnics
  9. Scare
  10. Shatter


3rd Level Spells (Formerly known as “2nd level spells that don't suck taint”)
  1. Continual Light
  2. Darkness 15' r.
  3. ESP
  4. Invisibility
  5. Knock
  6. Leomund's Trap
  7. Levitate
  8. Magic Mouth
  9. Ray of Enfeeblement
  10. Rope Trick
  11. Stinking Cloud
  12. Strength
  13. Web
  14. Wizard Lock

4th Level Spells (Formerly known as “Invisibility is a 2nd level spell but these stinkers are 3rd level?!”)
  1. Feign Death
  2. Flame Arrow
  3. Gust of Wind
  4. Infravision
  5. Leomund's Tiny Hut
  6. Protection from Evil 10' r.
  7. Protection from Normal Weapons
  8. Water Breathing

5th level Spells (Aka. “The spells which will finally get that hot elven thief to notice me”)

I'm losing steam here, so let's just say that here reside all those bitchin' spells like Fire Bolt, Lightning Balls, and Wall of Sheetrock that--finally--convinced the rest of your party that it was worth protecting your pathetic ass through all those early dungeons.

Thursday, March 1, 2012

Language and Magic

Read Magic you say? Try reading this. 
Everyone who's seen Buffy the Vampire Slayer or read the Harry Potter books knows that you can't get very far in the magic world without learning some Latin.  And everyone whose played AD&D knows that powerful Magic Users always have a ton of extra languages under their belt.  Is it too much to assume, then, that decoding linguistics is linked to the conducting of magic? That magic is created by communicating with arcane forces in a mundane way?

The notion is supported by at least a couple of verses from AD&D scripture:
"Illusionists do not need the spell Read Magic or anything like it in pursuit of their profession.  All illusionist spell books and scrolls are written in a secret tongue which every apprentice learns from his mentor." --Gary Gygax, DMG pg. 39
"At 10th level (Master Thief) thieves are able to decipher magical writings and utilize scrolls of all sorts, excluding those of the clerical, but not druidic, nature." --Gary Gygax, PHB, pg. 27
Likewise, druids "have their own secret language" though it is not made explicit that it is essential to the conducting of Druidic spells.  

So why not make Read Magic a language instead of a spell?  Say, you have to learn Latin to cast magicky spells.  That's just one language; what's a smart Magic user to do with his other bonus languages?  Learn to speak Pixie?  Ha!  How bout he picks up a few more dead languages.  Why not give each magic type (i.e. abjurations, Alterations, Divinations, etc) a different language to be learned?  Let's say you need to learn Gothic in order to delve too deeply into the world of greater summonings.  Or Tocharian to really get the hang of them phantasms. 

In this way you can attach whatever magic limitations you prefer via the language learning ritual thus guiding the way magic is expressed in your game.  Say Manx, the language of Necromancy, is only taught by a cult in the Lortmil Mountains, and members of the cult hold bludgeoning as the highest form of injury; edged weapons are considered crude or too lenient or whatever.  Or the utterance of the  Aramaic language--the tongue of evocations--causes a resonant force around the spellcaster's body that is interrupted by the presence of significant amounts of ferrous metals.  Elves are default magic users in your game?  That's 'cuz they all learn to speak Avestan, the language of Enchantments.

Advanced studies in a particular language might allow characters a benefit.  Burning 2 extra languages on a magic language--a specialization if you will--allows you to cast spells of that type normally not available to your class.  Your Spell caster double-majors in Tocharian, the language of Phantasms, he can now cast all phantasm spells, including those normally reserved for Illusionists and Druids; thus effectively eliminating the need for an Illusionist subclass.  In this way, a "cleric" might just be a Magic user with fluency in the languages of divination, abjuration, and necromancy.


I'm pretty sure that third line says "Magic Missiles"
This flows much better with the thiefly ability of to  read scrolls; under AD&D rules, not even magic users could read scrolls without first casting read magic--a rule that was perhaps as widely ignored as weapon speed factors and psionics--and yet thieves of a certain level had a chance of reading the same scroll without any spell casting ability.   Of course, the arcane forces have been pre-channeled and imbued in the substance of the scroll, so all that the thief has to do is read the magic words in a reasonably competent fashion and voila!  Magic be happenin'!


Language-as-magic widens the potential for other characters to get in on this scroll-reading bonanza as well.  Say your character is an Elf and, though not an MU, he or she is familiar with Avestan.  Now say your elf finds a scroll written in Avestan.  S/He reads it over, says I think I get it, and gives it a whirl.  He or she may attempt to cast the spell, though not being fluent in magixcersizing, they run a risk of spell failure.  Maybe give 'em a  percent chance of success equal to 5 x Int.  Or, if you'd rather roll a 20 sider, d20 + Int must be > or = to 21.  [Alternatively, AD&D-nards might like to use the "Chance to Know Each Listed Spell" from Intelligence Table II on page 10 of the PHB as the base chance of success].  This would not work in the case of non-spellcasters who read from spell books because, unlike scrolls, the book itself does not contain the magic that is to be channeled.  The second part of performing magic--channeling the energy once you've communicated with the arcane forces--would remain the purview of trained spellcasters.

The effects of a failed scroll-reading might look something like this: 

Scroll Failure (roll on d6):
  1. Nothing happens whatsoever
  2. The spell functions as normal but takes effect 1d6 mile(s) away. 
  3. The spell takes effect as normal at the same location but not for 1d6 hours. 
  4. The spell affects the least convenient of the following: you, the person or thing best equipped to use it against you, anyone who isn't you.
  5. A curse befalls your offspring; all of your future characters suffer -3 to all ability rolls until the curse is lifted.
  6. The soul of every player within 3d6 feet of the scroll-reader is inexorably drawn into the dimension of Hades to suffer eternal torment.




Monday, September 19, 2011

Abjure This: Spell categories revisited

So the new guy in my group--who's also new to D&D (we're playing a mishmash of AD&D, Castles & Crusades and a bunch of house rules mostly poached from folks like you)--has been asking a lot of questions and poking a bit of fun at many of the oddities of the game that have, over the years, become invisible to me.  One topic he's getting mileage out of is all those parenthetical spell categories that are listed next to spell names in the Players Handbook, 1978 ed. (PHB).

Having long ignored these spell categories, the pejoratives of my new player have actually inspired me to go through the entire spell list for each class--clerics, druids, magic-users and illusionists--and count each occurrence of the 10 or so spell types (cue soundtrack).   Bear in mind that no explanation of the significance of these terms was given in the text of the PHB that I've found and, clearly, none is needed to play the game.  But, for my own sanity, I had to create some sense out of this stuff, and what follows is a summary of my analysis.  Any definitions or suggested re-categorizations provided are based on my own halfhearted research and should not be assumed to be sanctioned by any person or body affiliated with AD&D in any official capacity. 
  1. Alteration: These spells cause a  change in something that already exists.  Probably every spell could fall under the domain of "alteration" if you think too much about it.  But there are couple of obvious types of alteration such as Polymorph spells and Transmute Rock to Mud, which alter a person or object's physical form.  Then there are those Alterations that alter one's capacity to perform some action--Haste, Infravision, Fly, etc.  But after that, alteration devolves into the kitchen sink category including spells that involve moving things--like Levitate and Teleport--altering by relocation?--and such oddballs as Rope Trick, Magic Mouth and many, many, many more.  As if this scene weren't crowded enough, a bunch of spells that seem quite clearly to be evocations or conjurations are also lumped into the alteration group: Dancing Lights--which creates a fire or something that looks like one, making it either a phantasm or an evocation--and Create Food and Water--it's not called Alter Food and Water, right?--are prime examples.  As one might guess by the inclusiveness of this domain, this is by far the largest, representing 34% of all spells.
  2.  Conjuration/Summoning: These spells bring forth a being, object or force of some sort to do the bidding of the spell caster.  I would take it a step further and differeatiate between Conjurations and Summonings.  In my interpretation, a Summoning brings forth a being that already exists somewhere else, has its own life, and may have its own ideas about what's going to happen next.  Indeed, these ideas may be exactly why the being is summoned.  Conjurations, on the other hand, are created beings or forces that don't exist elsewhere until they are conjured.  Though they are capable of performing certain basic actions, they tend not to have much in the way of free will, instead requiring  direction from the spellcaster in order to take action, they're automatons.  Unseen Servant is a great example.  Conjurations might also be programmable objects which then require some third party input in order to take effect; the various Glyphs and Magic Mouth could be categorized as conjurations of this sort.  Spells which I believe are mislabeled as conjurations include Flame Arrow--neither flame nor arrows are actually conjured, rather, arrows touched by the spellcaster actually burst into flames--and Bless which gives your friends a to-hit bonus.
  3. Evocation: Like conjurations, these spells call stuff into being.  They differ from conjurations in that whatever is called forth generally gets told where to do its job and then does it without any further instruction.  These are either of the point-and-shoot instantaneous effect spells, or things that, once evoked, are relatively inert, such as the various Wall of- spells. The vast bulk of evocations are magic user spells and many of the classics fall into this category: fireball, lightning bolt, magic missile, web...  Druids and Clerics have only 4 and 3 evocation spells  respectively while Illusionists have no evocation spells at all, though we'll dwell on this matter more a bit later.  
  4. Invocation: There is only one spell--Spiritual Hammer--in this category.  It might have been an editorial oversight--the author may have decided to change the term to evocation since their meaning is nearly identical.  But there is a small difference in that, according to Webster,  an invocation often involves Holy assistance and, in support of that notion, the spell write-up for Spiritual Hammer specifically states that "by calling on his or her deity" the cleric creates a hammer-shaped head-bashing force.  If you go with this, it could be argued that all clerical evocations could be classified as  invocations.  Likewise druidic evocations also invoke the assistance of whatever nature spirits those tree-huggers worship.  Most/all of these evocations could even be recast as invocations with little harm done, which would then leave evocations as the purview of MUs.
  5. Illusion/Phantasm: You make stuff that isn't really there seem like it is.  Basically, you're conjuring sensory experiences.  The bread and butter of the illusionist class, 48% of spells available to illusionists are illusion/phantasms.  Significantly, Illusionists have no evocation spells.  I'm guessing this was by design to differentiate them from Magic users.  I think, given the many spells that  seem much closer, mechanically speaking, to evocations but have been labeled alterations, that the effort was a bit disingenuous. Such spells as Light and Darkness, I think, would be much more comfortable in the evocation camp than crammed into that boisterous beer garden over at alterations. Most incriminatingly, Wall of Fog, a first level illusionist spell, is classified as an alteration even though all the other Wall of- spells which are castable by non-illusionists fall under the evocation banner.  We need to accept that some of the spells available to Illusionists are evocations and get on with life.
  6. Abjuration: The word is defined as a renunciation or recanting, and spells of this sort are generally those that provide protection from something or that exorcise or purge things.  Dispel Magic and Protection from evil/good/insipid, etc. are abjurations as are some cure spells: Cure Blindness and Cure Disease, for instance: "Disease, I renounce thee!"  I would be inclined to include spells which provide resistance to certain things as partial abjurations though they're generally considered alterations in the PHB.  
  7. Divination: These spells are all about divining knowledge which one's senses are otherwise not privy to.  All detection, location,  and augury spells fall in this category.
  8. Enchantment/Charm: These are spells that screw with people's heads.  Charm Person, Command, and Hold Person, but also Sleep, Feeblemind, and, inexplicably, Pass without Trace are of this sort. 
  9. Necromantic: Usually associated with speaking with or raising the dead and other ghoulish black magix, this category is broadened to include spells which cause any revivification or restoration of bodily health, such as cure light wounds and heal, but also spells such as slow poison and feign death.  I've got no beef with lumping these spell into the same category, though it seems a little creepy to have your beneficial cure spells hanging in the baleful realm  of necromancy.
  10. Possession: Again we have a one-spell category; Magic Jar is the sole occupant. It is an exceptional spell, you're not just taking control of someone else's being--which would perhaps fall under enchantement--but your also stashing your own soul in a jar somewhere, an act which seems vaguely necromantic.  I see no need for one-spell categories, so I'd prefer to put it in one or the other and move on. 

    So these are the 10 existing spell categories as classified in the PHB.  As you've probably guessed, I'm not entirely satisfied with it.  In particular, Alterations are needlessly bloated covering a wide variety of spells that are not at all related, including many spells which are clearly evocations but that have been classified as Alterations solely to satisfy the unstated rule that Illusionists cannot cast Evocations.  I propose 2 Alteration subcategories:
    • Transmogrification: For a very long time I thought Calvin and/or Hobbes made up this word, and it's the perfect word to describe the Polymorph and Transmute type spells that alter the physical state or properties of an object or being.  
    • Augmentation/Diminution: When I first started out on this line of inquiry, I was absolutely certain that this already was one of the spell category names.  I was shocked to find out otherwise; it should have been. Was it in Unearthed Arcana maybe?  Anyway, augmentations are performance enhancing/diminishing spells, either improving ones capacity or granting one an ability to perform an action that is normally outside their realm.    Haste, Fly, Write, and others would fall in this category.  As the dual-name implies, they can diminish performance as well, such as in the case of Slow and its ilk.
    We also need a couple of new categories to cover those spells that involve moving people around instantaneously, screwing with time, and those that allow the spellcaster to exert control over some object or non-sentient force; enchantments for the inanimate, if you will.  So here, I propose two new classifications:
    • Peregrinations:  Please, please, please find me a better name!  These are spells that allow the spellcaster to transport him/herself and/or others instantaneously from one place to another via means of some kind of discontinuity in the space-time continuum.  It also includes spells which allow the caster to move through things which normally preclude such ambulation; those weird plant-traveling druid spells.  In the PHB, spells of this nature are, of course, generally considered Alterations.
    • Agitations:  Again, not a great name, I am accepting nominations for another.  This spell group encompasses spells that garner control over forces or inanimate objects.  Heat Metal, Trip, and Dig are all examples.  I might be open to moving this whole group to Enchantments since they do seem, essentially, to be enchantments that influence inanimate objects and non-sentient forces.  Some of these already do fall in the enchantment category in the PHB.
    Which concludes  this exercise in spell nomenclature and categorization.  In summary, I've ditched 2 one-spell categories, divided Alterations into two sub-categories, determined that Conjurations are mechanically more similar to Evocations than they are to Summonings, uncovered some Evocation obfuscation regarding Illusionist spells, and added 2 brand new categories.  That's enough tinkering for one day, eh?

    Now I know you're thinking, "Wow, this entirely objective, practical, non-tedious post is going to radically alter not only the way I play, but also the way I live life for the rest of eternity!  Thanks Dice-chucker."  So let me just say, you're welcome.