Monday, February 28, 2011

Review: Spirit of the Century

On the advise of a good friend and long-time gamer, Jeff Kahrs, I borrowed his copy of "Spirit of the Century" by Donoghue, Hicks, and Balsera. It is a role-playing game that takes place in the 'Pulp' era, with all the decidedly fun Pulp hero archetypes and scenarios.

The reason he suggested I read it was two-fold (He will correct me, if I am wrong). First,  the rules are simple and direct, as this is meant to be a 'pickup' style game (i.e., simple is good). Secondly, every rule and concept leads right back to the story. For the players to use the game mechanics of fate points to reroll or add a bonus to critical actions (skill rolls), the player must invoke 'aspects' or story themes. The player is forced to enhance the story by telling how their character's aspects fit in the scene to allow heroic action.

Really, it is quite clever how the designers marry creative role-playing with power gaming. I could only imagine how much more colorful many a gaming session would have been if the die rolls had been so directly effected by role-playing effort in other games. Point made.

While I view our game construct here to be more for experienced gamers, it might not hurt to encourage role-playing through nudges and bumps to die rolls. Also, it will not hurt to have this apply at a couple of different levels of action. While I have always allowed players to 'grease the wheels' of an adventure through solid role-playing (i.e., made NPCs more forthcoming and dropped hints or clues in accordance with their efforts), it would not hurt to write in some solid suggestions at some point in this process.

Thanks Jeff!

Sunday, February 20, 2011

Elemental Spell List

Spell Name:   Resistance to Elements
School: Any
History:  As early caster explored areas of intense elemental nature, or to protect themselves from their own experiments, they developed this spell to help protect themselves.
Maximum Casting Time:   1 round
Minimum Casting Cost (Base Duration):   40 (10 minutes)
Overage Effect:   each point over adds a minute to the duration
Spell Effect:   provides 1d6 damage reduction from the element described (fire, cold, water, air, earth, metal, wood, magic, etc). These effects can be stacked.
Range:   touch.

Spell Name:   Jet of Cold
School: Ice
History:  an early attack crafted by ice mages.
Maximum Casting Time:   5 turns
Minimum Casting Cost (Base Duration):   40 (instant)
Overage Effect:   for every six points over, the mages may choose to extend the length of the jet an addition 5 feet or add +1 to the damage total.
Spell Effect:   creates a roughly 5 inch diameter jet of cold energy to emanate from the caster's hand and travel 40 ft, causing 1d6 base damage. if forty feet of space is not available, the effect my rebound off solid surfaces.
Range:   as described.

Spell Name:   Detect Poison
School: Any
History:  caster want useful knowledge
Maximum Casting Time:   10 turns
Minimum Casting Cost (Base Duration):   40 (1 minute)
Overage Effect:   caster may either extend distance 1 ft per 1 point overage, or they can use the overage to overcome anti-detection magics.
Spell Effect:   detects poisons within 10 ft radius, and with overage can detect hidden poisons.
Range:   touch

Spell Name:   Stun
School: Perception
History:  mages who specialize in mind attacks discovered this dulling attack.
Maximum Casting Time:   1 turn
Minimum Casting Cost (Base Duration):   40 (instant)
Overage Effect:   each overage point extends distance 1 foot.
Spell Effect:  A blunt attack of mental energy (3d6 potency) is aimed at the target. Target saves vs Willpower. Every point over the willpower roll is a combat round that the target is stunned. If the attack fails to stun the target, the target knows from where the target originated.
Range:   20 feet.

Spell Name:   Flash
School: Fire or light.
History: as casters started learning how to use magic to make flame and light, they learned the value of a flash of light as an attack.
Maximum Casting Time:   6 rounds
Minimum Casting Cost (Base Duration):   40 (instant)
Overage Effect:   every 10 points over (rounded down) adds 1d6 to the attack strength. Max 6d6.
Spell Effect:   A flash of light (power 3d6) blinds one seeing target. Target saves verses Health. For each point of above the health role, the target is blinded for 1 turn.
Range:   line of sight.

Sunday, February 6, 2011

Material Components For Every Elementalist Mage

From our previous discussion on fire mages and material components:

Fire mages, for instance, can use any combustible fuel to aid their spells, but the quality and quantity of those fuels can range widely. Common natural ingredients(carbohydrates) wood, cloth, food would be energy level 1, but how much mass would be needed?

Energy level 1(wood or other carbohydrates):
oven dried or completely dehydrated fuels (such as from an ancient desert tomb) 10 lbs
charcoal 7lbs
air dried wood 14 lbs
green or living tree 28 lbs
water-soaked wood 90 lbs
rain-soaked living tree 120lbs
lamp-oil soaked wood 3lbs
greek fire coated stick 4 ounces
alcohol beverages with 50-80% alcohol 1 liter


Energy level 2 (flamable oils):
lamp oil-crude 4 standard flasks (soaks 12 lbs wood)
lamp oil refined 1 standard flask (soaks 12 lbs wood)
grain alcohol 90-100% 1 liter

Energy level 3 (Highly flammable compounds):
greek fire - 1/12 standard flask (standard flask can coat 40 sticks)

Energy level 5 (Explosives)
There might be some limited explosives discovered on our alternate earth, but none at this time.

Fire or heat could give a bonus to fire magic casting, just as rain or cold might hinder it. Strong sources of fire or heat can be used by a fire mage to transfer the effect into a spell. Molten lava could fuel a spell. A burning house could. Note how much fuel the mage can gather in one 5ft hex of influence to determine how much fuel they can gather in one round at their skill level.

Please note how each level of energy is broken down into nice 1d6 chunks. Every mage will have a casting skill. A mage can convert 1d6 of material component per every 1d6 of casting skill they have per round they can spend casting. Note that the caster can move 5ft without penalty every round while in this collection phase.

Ice mages get 1d6 for every cubic yard of ice they use.
Death mages get 1d6 for every 1d6 of Health they destroy.
Air mages get 1d6 for every round they breath clean air (during casting).
Earth mages get 2d6 every round they touch earth while casting.
Sun mages get 1d6 every round while in the sun.
Water mages get 1d6 every cubic yards of water they use.
Etc.

There are higher energy material component examples for these other types of mages, but not with the ease of a fire mage.

Then there are bonuses for sympathetic material components, like a bird feather for a fly spell. These often add a 1d6 and are consumed with the casting. Better examples can add more energy. Obviously, a feather from a griffon would add more than a sparrow's feather. Condition is also important.

More bonuses can be found from sympathetic tokens. Obsidian tokens are good for aiding fire spells and last through several castings before crumbling.

Of course, wands and staves are very carefully crafted magical items that can aid the caster repeatedly, but more on that later.

Somatic components- gestures aid in gathering casting energy and focus. Each round spent making these gestures (and not gathering energy from components) adds 1d6 per round for a maximum of x rounds, where x is the total skill dice in spellcasting the caster has. This is often done in conjunction with a verbal component, which must be heard at least 10 feet from the caster, or fail aiding the spell. Again, this adds 1d6 per round for a maximum of x rounds, where x is the total skill dice in spellcasting the caster has.

Beginnings of Elemental Magic

As higher intelligence came to the races, each race started to be more analytical of the world around them. Elemental magic, much like science, started first with defining the known world. The classical elements they defined were Earth (sometimes further divided between Stone and Metal), Water (and Ice), Air, Sun (also Heat or Fire), and Magic. Unlike our world, the fantasy world would consider Magic as a natural element.

Magic would, for many early thinkers, define events that would later be defined by other elements and processes. Magic being found in all other elements in limited amounts would excite many early thinkers to focus on it.

Each race would have its own discoveries. Many races would specialize in magics best suited to their local environment.

Starting with basic combinations of elements in the form of compounds or potions, or with accidental discoveries of the power of will to influence magic, basic magical spells would develop.

The much more common and older Spiritual Magic establishment would completely overshadow the early centuries of Elemental Magic. In many places, the powerful Spiritual Magic Establishment would try to crush the upstart Elementalists (Dark Ages of Elemental Magic).

Magic, of course, is not a fad. The power of early Elementalists inspires many more would-be mages. Over time, the elementary level of spellcasting is defined in several different cultures independently. As magic is an elemental physical force, it works the same wherever the mage learns it.

Beyond the basics, there is much to be said for the application of imagination by various researchers in discovering new spells.

From a game rules standpoint, I am starting with the basics that each researcher would discover first, then demonstrate some advanced forms. These basic spells represent what researchers would most want from magic and are crude and simple. Later advanced forms will emphasize skill and art in casting.

So, here is a short list of the traditional uses of magic through spellcasting (non-clerical):
1. Resist damage or shield.
2. Project damage.
3. Effect perception or influence minds.
4. Create light or flame.
5. Repair or heal.
6. Detection
7. Create materials from nothing
8. Apply force without damaging (unseen servant, hold portal)
9. Summon/control animals/creatures/demons
10. Animate undead/bind spirits to items.
11. Control intelligent beings.
12. Clarification (Comprehend languages, Identify)
13. Effect weather.
14. Enhance abilities or attacks in melee (short lived boosts)
15. Physically alter substances.

These are just a few that I have quickly thrown out to show the variety of goals different researchers might have. The important thing to understand is that most of these would be common desires in any culture. Thus, each culture would find a way to make this work using the material components of their environment.

To be clearer, there is more than one way to cast the same spell effect. You might wave your arms differently, say different phases, and use different materials, but the end result would be the same. X amount of material will produce x amount of outcome for someone with y amount of skill. So, when basic spells are defined, they only describe the casting in terms of the variables that the caster can use to achieve the desired result. Specific activation phrases, somatic motions and material components are not usually listed specifically until more involved rituals and castings are learned.

As noted in the previous post dealing with material components, the fire mage could use the same types of fuels to cast a wide variety of spells. The mage's skill allows the mage to collect the energy mentally and form the spell. The fire mage would not be able to use water as fuel, like the water mage would or wind like and air mage, etc. But many of the same spells could be cast by each type of learning. Once the magic is in the mage's control, forming the spell is very similar.

Magic is everywhere, the key is to determine how each culture would most likely access it. For instance, humans would more likely find magic through fire, air or music (bard), than through water. There is nothing to say there are not human water mages. There are, but there may not be any sea elf fire mages. It has to improve survival opportunities to become commonplace. Quirky hermit mages may study anything, but larger support and training opportunities would be with the more common types.

Could mages find their inspiration for the sun? moon? stars? darkness? life? death?   Of course. The mage may believe their power comes from the moon, but it is more likely air magic. It would be the lack of perception on the part of the mage to not realize this. Naturally, the mage might have a significant confidence bonus when the moon is out due to cultural bias.

There are many different ways to package magic schools and teachers which are largely based on culture. As mages advance to mastery, they do not require material components to cast spells. Instead, the material component is simply providing additional power to the casting. From this perspective, it doesn't matter where the original learning to convert materials from came from, but the mage that can learn how to convert different sources is more versatile.

Please note that mastery is slow to come about, and mages will always want any edge they can find. Indeed, the finest schools would probably offer teaching of many different 'schools'.

Of all the design concepts we have discussed, this is the hardest one for me to finalize. It may be that the final product is different from what I am stating here, but that is why I have saved this for last. In our world, so much information is now world-wide, that it is really hard to envision a world where knowledge and learning are very different from culture to culture, region to region. Throw in magic and mythical races, and how well information spreads is very clouded.

Trade, that would normally facilitate the spread of knowledge (or at least information), is hindered in so many ways. Certainly, one of the big strengths of early empires would be the heightened trade activity within its borders. In my own world design, these empires are critical to the development of elemental magic knowledge. Not only does it require a large number of food producing citizens to facilitate a mage economically, but the intelligence needed to cast magic is very high. Libraries and schools (university is too big a concept) for magic knowledge would be rare anywhere there was not a huge civilization to foster them. Furthermore, the churches would not harbor a threat to their supremacy, so it wouldn't happen everywhere. Sparta would not have a mage school, for instance.

The rise of a mage-led empire could be a possibility. Just as likely, secret societies of mages could form to share knowledge. The only certainty is that elemental magic is too powerful not to find success and a place in most societies at some point.

Regardless of these developments, the spells in game terms should follow a logical progression of increasing difficulty to cast. Where I had originally wanted a specific formula for each spell, I now see magic spellcasting as a skill of the intelligent mind. If the mind forms it, then the source doesn't need to be specific. The source just needs to be within the spellcaster's experience and skill.

What does occur to me is that some magical 'schools' would be easier to learn in than others. It is always easier to destroy than to create, so teachings based on fire or death which consume or destroy would take less effort than earth, water or air type magics. Life or transcendent magics that see magic for what it is would be much more difficult to learn. This would also explain why more primitive cultures would first develop fire or death magic before others.

In some cultures, elemental magic would be viewed as another gift of the gods and part of the mother church. In others, power is power might rule the culture. Again, the gamemaster will determine what advancements and cultures exist in their design. I'm trying to show many different takes on the same material to help in designing cultures for all the non-human races that should exist in a fantasy world.

In conclusion, I will design the elementalist spells to follow in a manner that allow destruction and consumption easier than creation and life. Also, deception will be easier than clarification for spells that effect the mind. Summoning and binding spells will be more difficult on a scale from simple creatures to intelligent beings. Binding spirits will be very tricky and advanced, so controlling intelligent undead/demons will not be remotely basic.

Thursday, February 3, 2011

Spare You The Details

One of my prime playtesters (Zanna) made a very astute point concerning the process of designing the non-human races. There is no point in leading anyone who might read this blog down any 'rabbit holes' where I expound on the virtues of choosing one set or another of evolutionary factors.
In fact, world creation in this sense is a creative process of the gamemaster, but it has to stand up to a very simple set of qualifiers.

1. Every race (regardless of intelligence) competes with other races and creatures for survival.
2. Survival depends on resources.
3. Every intelligent race has a variety of cultures within it that compete for dominance.
4. All races and cultures must have variation to support evolutionary advancement.
5. These advancements help improve the efficiency of resource usage.
6. Magic is a resource that is also a tool in the more intelligent races and cultures.

Largely, D&D has failed to show enough variation in its races until it released world-based supplements. Even these fall short due to other shortcomings of D&D, and not the imagination of the many contributors. It should be noted that these variations were very popular and added significantly to the game.

Also, there are no half-elves. Elves and humans are distinct species and their DNA would not produce a viable off-spring. Of course, humans and elves on your world COULD be of the same species, but that would not really follow the logic of the evolutionary theory standard we are working with here. If you do have mixing of the races, please be sure to have traits thought out for those who have less than 1/2 blood of a race. What is being a 1/4 elf like? 1/8? 1/16?  How much percentage does one need to be accepted? How much to use race-specific items? Thanks again to Zanna for posing the 1/16 blood quandry.


So, rather than plot out all the advancements over time of the races, which might not be pertinent to these core rules that others might use, I'll forego describing the variety of races.

Instead, I will try to explore the different possible elemental magics and their logical development regardless of race. In this way, the gamemaster decides what 'technologies' or levels of advancement for magic the races of their world have obtained.