It might seem strange to declare that your variant
magic system for D&D is Vancian, but bear with me a moment.
As most of you reading this probably already know,
the magic system of D&D is based on the Dying Earth short stories of Jack
Vance, in particular the first two or three collections (depending on who is
counting). Vance himself later treated magic differently in his last collection
of tales, but by the time this appeared D&D was fully formed.
Now the truth is that de Camp and Pratt’s Harold Shea stories had as much to do
with the D&D magic system as The
Dying Earth tales – just ask Joseph Goodman.
Vancian Magic as described by Jack Vance is somewhat
different from D&D MU spells. In short, Vancian magic represents the powerful spells
of a long-lost aeon, which can no long be completely understood or created; all
that remains are the folios of the ancient wizards, and those who control them,
who struggle to be able to cast them. A spell must be memorized, and once cast,
the force of magic releases the knowledge of the spell from the mind. The best
among these modern wizards may perhaps memorize as many as four to six spells
at once.
And these spells are powerful indeed, for none of
them ever seem to be resisted (except by amulets or magics which nullify the
spells themselves). Most spells intended to hurt someone kill the target, more
or less immediately. They are usually very specific, and there are no spells
which offer a truly general utility, like, say, Teleport.
Needless to say, these are generally not the spells
of D&D.
· No saving throws.
·
No creation of new spells.
·
No creation of magic items, most likely.
·
No copying of spells.
·
A limited set of spells, no more than a hundred,
contained in an ever-shrinking supply of ancient books.
·
Each book has a different set of spells, with few or no
overlaps.
·
No spells of extreme general utility.
·
Lots of instant-death spells.
·
A very small set of casters, mostly those
casters who have been around for a long time, and collected most of the
available librams.
Alright, for the sake of discussion, let us take a
given the admonition that I have heard from other members of the OSR community
that spells of 7th, 8th, and 9th level are
spells of ancient power, more like great rituals than most of the spells
currently on the list.
Magic-users in S&W can cast at most four spells
of each level. A fifth or sixth level mage gets as many spells as Turjan of Mir
or Mazirian the Magician get (these are two best examples of mages we have from
The Dying Earth). So the amount of spells that a MU gets in the game seems
about right, so now we just have to get the spells correct.
So, every beginning mage gets a single grimoire when
they begin their career. This has about 9-16 spells in it, usually one to three
spells of each level from 1-6. If you want to randomize this process, roll 1d3
for each level.
Next, come up with the spells themselves. Here’s a
sample grimoire that the player who was running the mage got.
Irtaxes’ Compendium
This volume is a quarto
(12’ x 9’), bound in ebony and leather with iron fittings. Irtaxes’ symbol is
embossed in a small leather disk on the front of the book.
Contained within its 132
pages are various spells, alchemical recipes, and notes on various elements of
arcane lore.
There are 16 spells using
56 pages, 12 alchemical recipes over 38 pages, and 32 pages of notes. Six pages
are blank.
Learned at 1st
Level:
The Incarnadine Incitement to
Probity
Spell Level: Magic-user, 1st
Level
Range: 100 ft
Duration: Immediate
Multiple violet particles
stream forth from the mage’s finger, which is pointed at the target. The target
must be made of living flesh; spiritual entities, constructs, and the undead
are not harmed by this spell. The particles strike the target infallibly, but
all particles must be must be directed against the same target; they may not be
‘split’. The target is struck by 1d6+1 particles, each of which does 1 point of
damage.
The Conjuration of the Ebon
Embracement
Spell Level: Magic-user, 1st
Level
Range: 60 ft
Duration: Immediate
Upon utterance of this
spell, shadowy vapors emerge from cracks in the earth and grasp at 1d3 enemies
that lie within 60 ft of the caster. These vapors hold their victims immobile
for 1d3 rounds before the vapors melt away.
The Evocation of Illumination
Spell Level: Magic-user, 1st
Level
Range: Personal (Caster
only)
Duration: 10 minutes (one
turn or ten rounds)
For the duration of the
enchantment, The Magic-user’s eyes glow weirdly; his vision is augmented, and
he may see in perfect darkness for up to 30 ft.
As mentioned in the description there are also
invocations and alchemical recipes; these will be covered in a future post.
You might have some questions about how this sort of
thing works in play. Let me try to anticipate some of your questions and
concerns.
Aren’t these spells more powerful than
normal 1st level spells?
Yes.
Isn’t that an issue?
No, because, generally speaking, only PCs will have
access to this magic. Most minor casters in the world rely on curses, alchemy
or invocations. Very few have access to true magic (Vancian spells). I expect
that players will have conflicts with maybe three or four true mages by the
time the campaign ends, but such bigwigs can be customized with some time and
effort.
What about monster casters?
Use the standard spells, including saving throws, for
things like Demons and other-planer beings. They are supposed to be weird
anyway. I would avoid using the excessively D&D spells, like fireball and
magic missile. Stick to the more subtle stuff. For minor casters among mortals,
use the aforementioned curses, alchemy, and invocations (again, to be covered
in a future post).
That sounds like a lot of work.
It’s not, trust me, I am the laziest guy I know. I am
definitely not into more work for myself.
What about the higher level spells?
Don’t worry about that now. Tell the player that they are
there in the book, but won’t ‘unlock’ until he gets high enough level to be
able to cast them.
And what do I do then?
Either check back here to see if I have posted some
higher level spells, or make ‘em up yourself from the lists of Vancian spells
floating around on the internet. Or better yet, buy a book or two from Pelgrane
Press, and use the spells therein to figure it out. They could use the money.
What about if a player want to create spells
or magic items?
In thirty years of gaming, I have known exactly three
D&D players who created their own spells or magic items, and I was one of
them. If you have a bunch of players like this, why aren't you playing Ars Magica or Fantasy Wargaming with them? I would be.
What about Scrolls?
No fire and forget scrolls in my campaign. I do have magic scrolls, but they are used in a different way. More on that in an upcoming post.
Doesn't this wreck game balance?
Maybe. Who cares?
Perhaps not entirely in the spirit of what you have come up with here but I think combined with your variant, John's Dying Earth Spells for D&D would make for a nice, flavoursome magic system.
ReplyDeleteI agree. I think I have seen this before, but been unable to download it. I note that some spells are altered from their original, but to please myself I would prefer them to be dupes of Vance's spells or completely original as possible.
ReplyDelete